ショットガンを撃った場合の表現を補強
銃口から火花を出す
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ShotBullet : MonoBehaviour {
public GameObject bulletPrefab;
public AudioClip shotSound;
public AudioClip reloadSound;
public float shotSpeed;
public int shotCount = 30;
private float shotInterval;
// ★火花を出す
public GameObject effectPrefab;
void Update () {
if(Input.GetKey(KeyCode.Mouse0)){
shotInterval += 1;
if(shotInterval % 5 == 0 && shotCount > 0){
shotCount -= 1;
GameObject bullet = (GameObject)Instantiate(bulletPrefab, transform.position, Quaternion.Euler(transform.parent.eulerAngles.x, transform.parent.eulerAngles.y, 0));
Rigidbody bulletRb = bullet.GetComponent<Rigidbody>();
bulletRb.AddForce(transform.forward * shotSpeed);
Destroy(bullet, 3.0f);
AudioSource.PlayClipAtPoint(shotSound, Camera.main.transform.position);
// ★火花を出す
GameObject effect = (GameObject)Instantiate(effectPrefab, transform.position, Quaternion.identity);
Destroy(effect, 0.1f);
}
} else if(Input.GetKeyDown(KeyCode.R)){
shotCount = 30;
AudioSource.PlayClipAtPoint(reloadSound, Camera.main.transform.position);
}
}
}
弾が着弾した場所に火花を出す
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DestroyBullet : MonoBehaviour {
public GameObject effectPrefab;
void OnCollisionEnter(Collision other){
if(other.gameObject.tag == "Bullet"){
Destroy(other.gameObject);
foreach(ContactPoint contactPoint in other.contacts){
GameObject effect = (GameObject)Instantiate(effectPrefab, (Vector3)contactPoint.point, Quaternion.identity);
Destroy(effect, 0.2f);
}
}
}
}
EscapeCombat
他のコースを見る銃口から火花を出す
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ShotBullet : MonoBehaviour {
public GameObject bulletPrefab;
public AudioClip shotSound;
public AudioClip reloadSound;
public float shotSpeed;
public int shotCount = 30;
private float shotInterval;
// ★火花を出す
public GameObject effectPrefab;
void Update () {
if(Input.GetKey(KeyCode.Mouse0)){
shotInterval += 1;
if(shotInterval % 5 == 0 && shotCount > 0){
shotCount -= 1;
GameObject bullet = (GameObject)Instantiate(bulletPrefab, transform.position, Quaternion.Euler(transform.parent.eulerAngles.x, transform.parent.eulerAngles.y, 0));
Rigidbody bulletRb = bullet.GetComponent<Rigidbody>();
bulletRb.AddForce(transform.forward * shotSpeed);
Destroy(bullet, 3.0f);
AudioSource.PlayClipAtPoint(shotSound, Camera.main.transform.position);
// ★火花を出す
GameObject effect = (GameObject)Instantiate(effectPrefab, transform.position, Quaternion.identity);
Destroy(effect, 0.1f);
}
} else if(Input.GetKeyDown(KeyCode.R)){
shotCount = 30;
AudioSource.PlayClipAtPoint(reloadSound, Camera.main.transform.position);
}
}
}
弾が着弾した場所に火花を出す
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DestroyBullet : MonoBehaviour {
public GameObject effectPrefab;
void OnCollisionEnter(Collision other){
if(other.gameObject.tag == "Bullet"){
Destroy(other.gameObject);
foreach(ContactPoint contactPoint in other.contacts){
GameObject effect = (GameObject)Instantiate(effectPrefab, (Vector3)contactPoint.point, Quaternion.identity);
Destroy(effect, 0.2f);
}
}
}
}
ショットガンを撃った場合の表現を補強