敵の攻撃の作成



EnemyShotBullet
using System.Collections; using System.Collections.Generic; using UnityEngine; public class EnemyShotBullet : MonoBehaviour { public GameObject enemyBulletPrefab; public float shotSpeed; public AudioClip shotSound; private int timeCount; void Update () { timeCount += 1; // (復習)「%」と「==」の意味を復習しましょう! if(timeCount % 60 == 0){ GameObject enemyBullet = (GameObject)Instantiate (enemyBulletPrefab, transform.position, Quaternion.Euler (transform.parent.eulerAngles.x, transform.parent.eulerAngles.y, 0)); Rigidbody enemyBulletRb = enemyBullet.GetComponent<Rigidbody> (); enemyBulletRb.AddForce (transform.forward * shotSpeed); AudioSource.PlayClipAtPoint (shotSound, Camera.main.transform.position); Destroy (enemyBullet, 3.0f); } } }
C#





EscapeCombat(メモ)
他のコースを見る


EnemyShotBullet
using System.Collections; using System.Collections.Generic; using UnityEngine; public class EnemyShotBullet : MonoBehaviour { public GameObject enemyBulletPrefab; public float shotSpeed; public AudioClip shotSound; private int timeCount; void Update () { timeCount += 1; // (復習)「%」と「==」の意味を復習しましょう! if(timeCount % 60 == 0){ GameObject enemyBullet = (GameObject)Instantiate (enemyBulletPrefab, transform.position, Quaternion.Euler (transform.parent.eulerAngles.x, transform.parent.eulerAngles.y, 0)); Rigidbody enemyBulletRb = enemyBullet.GetComponent<Rigidbody> (); enemyBulletRb.AddForce (transform.forward * shotSpeed); AudioSource.PlayClipAtPoint (shotSound, Camera.main.transform.position); Destroy (enemyBullet, 3.0f); } } }
C#





敵の攻撃の作成