敵の頭上にHPパネルを設置する
![0f86076b c0d8 45e1 a233 42411b8f25e5](https://codegenius.org/uploads/slide/image/3206/0f86076b-c0d8-45e1-a233-42411b8f25e5.jpeg)
![764ff6f4 1cc4 491a 9aa5 fb2aa427b1f5](https://codegenius.org/uploads/slide/image/3207/764ff6f4-1cc4-491a-9aa5-fb2aa427b1f5.jpeg)
![C113f668 aad8 4ecf bca4 c4db7528616b](https://codegenius.org/uploads/slide/image/3208/c113f668-aad8-4ecf-bca4-c4db7528616b.jpeg)
![298c4e92 ef4c 476e b24b 68ad1dd796fe](https://codegenius.org/uploads/slide/image/3209/298c4e92-ef4c-476e-b24b-68ad1dd796fe.jpeg)
![212c0361 4a48 43c1 b718 fe1310c9957c](https://codegenius.org/uploads/slide/image/3210/212c0361-4a48-43c1-b718-fe1310c9957c.jpeg)
![30c49dc2 174d 47ef aa69 b4fe9e805d36](https://codegenius.org/uploads/slide/image/3211/30c49dc2-174d-47ef-aa69-b4fe9e805d36.jpeg)
![B7399317 e62a 4ee4 8729 cd63082eddfb](https://codegenius.org/uploads/slide/image/3212/b7399317-e62a-4ee4-8729-cd63082eddfb.jpeg)
![6b27966f 72f9 4270 9a58 937d48f25a64](https://codegenius.org/uploads/slide/image/3213/6b27966f-72f9-4270-9a58-937d48f25a64.jpeg)
![0c4d08ec a3de 4491 8811 b911fb944386](https://codegenius.org/uploads/slide/image/3214/0c4d08ec-a3de-4491-8811-b911fb944386.jpeg)
![13d2d3ac 8858 48ad bb7f 4307c3f6fcab](https://codegenius.org/uploads/slide/image/3215/13d2d3ac-8858-48ad-bb7f-4307c3f6fcab.jpeg)
![Af1e0483 f122 419f a912 8b40b5551fb8](https://codegenius.org/uploads/slide/image/3216/af1e0483-f122-419f-a912-8b40b5551fb8.jpeg)
スライダーを変化させる
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class EnemyHPSlider : MonoBehaviour
{
private Slider slider;
private int eHP;
void Start()
{
// (ポイント)
// transform.root.gameObject・・・>Findを使わずに、一番上の階層にある親の情報を取得できる。
eHP = transform.root.gameObject.GetComponent<EnemyHealth>().enemyHP;
slider = GetComponent<Slider>();
slider.value = eHP;
slider.maxValue = eHP;
}
void Update()
{
eHP = transform.root.gameObject.GetComponent<EnemyHealth>().enemyHP;
slider.value = eHP;
}
}
![9951d47f 88ec 46e3 bcff dee92b20dca3](https://codegenius.org/uploads/slide/image/3217/9951d47f-88ec-46e3-bcff-dee92b20dca3.jpeg)
![4d407d20 559d 4eab ab07 86ad433f2aee](https://codegenius.org/uploads/slide/image/3218/4d407d20-559d-4eab-ab07-86ad433f2aee.jpeg)
![9f26322e 29f2 46c4 8e12 62ba0115b351](https://codegenius.org/uploads/slide/image/3219/9f26322e-29f2-46c4-8e12-62ba0115b351.jpeg)
![Bf25ac85 7bf3 4bce 808a 0333b16d9c0a](https://codegenius.org/uploads/slide/image/3220/bf25ac85-7bf3-4bce-808a-0333b16d9c0a.jpeg)
正面に表示する
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class EnemyHPSlider : MonoBehaviour {
private Slider slider;
private int eHP;
// ★プレーヤーの正面に表示
private GameObject enemyCanvas;
void Start () {
eHP = transform.root.gameObject.GetComponent<EnemyHealth>().enemyHP;
slider = GetComponent<Slider>();
slider.value = eHP;
slider.maxValue = eHP;
// ★プレーヤーの正面に表示
// transform.parent・・・>すぐ上の階層の親の情報を取得できる
enemyCanvas = transform.parent.gameObject;
}
void Update () {
eHP = transform.root.gameObject.GetComponent<EnemyHealth>().enemyHP;
slider.value = eHP;
// ★プレーヤーの正面に表示
enemyCanvas.transform.LookAt(GameObject.Find("FPSCamera").transform);
}
}
![6833af77 a447 459c 8326 13086cc1e0fc](https://codegenius.org/uploads/slide/image/3221/6833af77-a447-459c-8326-13086cc1e0fc.jpeg)
EscapeCombat
他のコースを見る![0f86076b c0d8 45e1 a233 42411b8f25e5](https://codegenius.org/uploads/slide/image/3206/0f86076b-c0d8-45e1-a233-42411b8f25e5.jpeg)
![764ff6f4 1cc4 491a 9aa5 fb2aa427b1f5](https://codegenius.org/uploads/slide/image/3207/764ff6f4-1cc4-491a-9aa5-fb2aa427b1f5.jpeg)
![C113f668 aad8 4ecf bca4 c4db7528616b](https://codegenius.org/uploads/slide/image/3208/c113f668-aad8-4ecf-bca4-c4db7528616b.jpeg)
![298c4e92 ef4c 476e b24b 68ad1dd796fe](https://codegenius.org/uploads/slide/image/3209/298c4e92-ef4c-476e-b24b-68ad1dd796fe.jpeg)
![212c0361 4a48 43c1 b718 fe1310c9957c](https://codegenius.org/uploads/slide/image/3210/212c0361-4a48-43c1-b718-fe1310c9957c.jpeg)
![30c49dc2 174d 47ef aa69 b4fe9e805d36](https://codegenius.org/uploads/slide/image/3211/30c49dc2-174d-47ef-aa69-b4fe9e805d36.jpeg)
![B7399317 e62a 4ee4 8729 cd63082eddfb](https://codegenius.org/uploads/slide/image/3212/b7399317-e62a-4ee4-8729-cd63082eddfb.jpeg)
![6b27966f 72f9 4270 9a58 937d48f25a64](https://codegenius.org/uploads/slide/image/3213/6b27966f-72f9-4270-9a58-937d48f25a64.jpeg)
![0c4d08ec a3de 4491 8811 b911fb944386](https://codegenius.org/uploads/slide/image/3214/0c4d08ec-a3de-4491-8811-b911fb944386.jpeg)
![13d2d3ac 8858 48ad bb7f 4307c3f6fcab](https://codegenius.org/uploads/slide/image/3215/13d2d3ac-8858-48ad-bb7f-4307c3f6fcab.jpeg)
![Af1e0483 f122 419f a912 8b40b5551fb8](https://codegenius.org/uploads/slide/image/3216/af1e0483-f122-419f-a912-8b40b5551fb8.jpeg)
スライダーを変化させる
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class EnemyHPSlider : MonoBehaviour
{
private Slider slider;
private int eHP;
void Start()
{
// (ポイント)
// transform.root.gameObject・・・>Findを使わずに、一番上の階層にある親の情報を取得できる。
eHP = transform.root.gameObject.GetComponent<EnemyHealth>().enemyHP;
slider = GetComponent<Slider>();
slider.value = eHP;
slider.maxValue = eHP;
}
void Update()
{
eHP = transform.root.gameObject.GetComponent<EnemyHealth>().enemyHP;
slider.value = eHP;
}
}
![9951d47f 88ec 46e3 bcff dee92b20dca3](https://codegenius.org/uploads/slide/image/3217/9951d47f-88ec-46e3-bcff-dee92b20dca3.jpeg)
![4d407d20 559d 4eab ab07 86ad433f2aee](https://codegenius.org/uploads/slide/image/3218/4d407d20-559d-4eab-ab07-86ad433f2aee.jpeg)
![9f26322e 29f2 46c4 8e12 62ba0115b351](https://codegenius.org/uploads/slide/image/3219/9f26322e-29f2-46c4-8e12-62ba0115b351.jpeg)
![Bf25ac85 7bf3 4bce 808a 0333b16d9c0a](https://codegenius.org/uploads/slide/image/3220/bf25ac85-7bf3-4bce-808a-0333b16d9c0a.jpeg)
正面に表示する
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class EnemyHPSlider : MonoBehaviour {
private Slider slider;
private int eHP;
// ★プレーヤーの正面に表示
private GameObject enemyCanvas;
void Start () {
eHP = transform.root.gameObject.GetComponent<EnemyHealth>().enemyHP;
slider = GetComponent<Slider>();
slider.value = eHP;
slider.maxValue = eHP;
// ★プレーヤーの正面に表示
// transform.parent・・・>すぐ上の階層の親の情報を取得できる
enemyCanvas = transform.parent.gameObject;
}
void Update () {
eHP = transform.root.gameObject.GetComponent<EnemyHealth>().enemyHP;
slider.value = eHP;
// ★プレーヤーの正面に表示
enemyCanvas.transform.LookAt(GameObject.Find("FPSCamera").transform);
}
}
![6833af77 a447 459c 8326 13086cc1e0fc](https://codegenius.org/uploads/slide/image/3221/6833af77-a447-459c-8326-13086cc1e0fc.jpeg)
敵の頭上にHPパネルを設置する