照準器で狙った位置にライフル弾を発射する







ShotBulletを切り替える
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CameraMoveController : MonoBehaviour {
	public GameObject player;
	public float rotateSpeed;
	private const float angleLimitUp = 30f;
	private const float angleLimitDown = -60f;
	public Camera mainCamera;
	public Camera subCamera;
	private Vector3 angle;
	public GameObject aimObject;
	public GameObject rifle;
	// ★追加
	public GameObject shotBullet2;
	void Start(){
		mainCamera.enabled = true;
		subCamera.enabled = false;
	}
		
	void Update () {
		transform.position = player.transform.position;
		angle = player.transform.eulerAngles; 
		transform.eulerAngles = new Vector3 (transform.eulerAngles.x, angle.y, transform.eulerAngles.z);
		if (Input.GetMouseButton (0)) {
			RotateCameraAngle ();
			mainCamera.enabled = false;
			subCamera.enabled = true;
			aimObject.SetActive(true);
			rifle.SetActive (false);
			// ★追加
			// サブカメラの時だけ、ShotBullet2をオンにする。
			shotBullet2.SetActive(true);
		} else {
			mainCamera.enabled = true;
			subCamera.enabled = false;
			aimObject.SetActive(false);
			rifle.SetActive (true);
			// ★追加
			shotBullet2.SetActive(false);
		}
			
		float angle_x = 180f <= transform.eulerAngles.x ? transform.eulerAngles.x - 360f : transform.eulerAngles.x;
		transform.eulerAngles = new Vector3(Mathf.Clamp(angle_x, angleLimitDown, angleLimitUp), transform.eulerAngles.y, transform.eulerAngles.z);
	}
	void RotateCameraAngle(){
		Vector3 angle = new Vector3(Input.GetAxis("Mouse X") * rotateSpeed, -Input.GetAxis("Mouse Y") *rotateSpeed, 0);
		transform.eulerAngles += new Vector3(angle.y, angle.x, 0);
	}
}


EscapeCombat(メモ)
他のコースを見る






ShotBulletを切り替える
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CameraMoveController : MonoBehaviour {
	public GameObject player;
	public float rotateSpeed;
	private const float angleLimitUp = 30f;
	private const float angleLimitDown = -60f;
	public Camera mainCamera;
	public Camera subCamera;
	private Vector3 angle;
	public GameObject aimObject;
	public GameObject rifle;
	// ★追加
	public GameObject shotBullet2;
	void Start(){
		mainCamera.enabled = true;
		subCamera.enabled = false;
	}
		
	void Update () {
		transform.position = player.transform.position;
		angle = player.transform.eulerAngles; 
		transform.eulerAngles = new Vector3 (transform.eulerAngles.x, angle.y, transform.eulerAngles.z);
		if (Input.GetMouseButton (0)) {
			RotateCameraAngle ();
			mainCamera.enabled = false;
			subCamera.enabled = true;
			aimObject.SetActive(true);
			rifle.SetActive (false);
			// ★追加
			// サブカメラの時だけ、ShotBullet2をオンにする。
			shotBullet2.SetActive(true);
		} else {
			mainCamera.enabled = true;
			subCamera.enabled = false;
			aimObject.SetActive(false);
			rifle.SetActive (true);
			// ★追加
			shotBullet2.SetActive(false);
		}
			
		float angle_x = 180f <= transform.eulerAngles.x ? transform.eulerAngles.x - 360f : transform.eulerAngles.x;
		transform.eulerAngles = new Vector3(Mathf.Clamp(angle_x, angleLimitDown, angleLimitUp), transform.eulerAngles.y, transform.eulerAngles.z);
	}
	void RotateCameraAngle(){
		Vector3 angle = new Vector3(Input.GetAxis("Mouse X") * rotateSpeed, -Input.GetAxis("Mouse Y") *rotateSpeed, 0);
		transform.eulerAngles += new Vector3(angle.y, angle.x, 0);
	}
}


照準器で狙った位置にライフル弾を発射する