プレーヤーのHPを回復させるアイテムの作成
![9441d1f3 1701 461a bc76 dc8e5e9d8591](https://codegenius.org/uploads/slide/image/4212/9441d1f3-1701-461a-bc76-dc8e5e9d8591.jpeg)
![8077cb78 adec 4bf6 adc4 000764af8a3d](https://codegenius.org/uploads/slide/image/4213/8077cb78-adec-4bf6-adc4-000764af8a3d.jpeg)
HPを増加させるメソッド
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class TankHealth : MonoBehaviour
{
[SerializeField]
private GameObject effectPrefab1;
[SerializeField]
private GameObject effectPrefab2;
public int tankHP;
[SerializeField]
private Text HPLabel;
// ★追加
// HPの最大値を設定する(最大値は自由)
public int tankMaxHP = 5;
void Start()
{
// ★追加
tankHP = tankMaxHP;
HPLabel.text = "HP:" + tankHP;
}
private void OnTriggerEnter(Collider other)
{
if (other.gameObject.tag == "EnemyShell")
{
tankHP -= 1;
HPLabel.text = "HP:" + tankHP;
Destroy(other.gameObject);
if (tankHP > 0)
{
GameObject effect1 = Instantiate(effectPrefab1, transform.position, Quaternion.identity);
Destroy(effect1, 1.0f);
}
else
{
GameObject effect2 = Instantiate(effectPrefab2, transform.position, Quaternion.identity);
Destroy(effect2, 1.0f);
this.gameObject.SetActive(false);
Invoke("GoToGameOver", 1.5f);
}
}
}
void GoToGameOver()
{
SceneManager.LoadScene("GameOver");
}
// ★追加
// publicをつけること(重要ポイント)
public void AddHP(int amount)
{
tankHP += amount;
// ここは何をコントロールしている考えてみましょう!
if (tankHP > tankMaxHP)
{
tankHP = tankMaxHP;
}
HPLabel.text = "HP:" + tankHP;
}
}
![219a41bc fc4c 4b75 9997 8382e4b85eba](https://codegenius.org/uploads/slide/image/4214/219a41bc-fc4c-4b75-9997-8382e4b85eba.jpeg)
HPを回復させるアイテム
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class HPItem : MonoBehaviour
{
[SerializeField]
private GameObject effectPrefab;
[SerializeField]
private AudioClip getSound;
private TankHealth th;
private int reward = 3; // いくつ回復させるかは自由!
private void OnTriggerEnter(Collider other)
{
if (other.gameObject.tag == "Player")
{
// Find()メソッドの使い方をマスターすること
th = GameObject.Find("Tank").GetComponent<TankHealth>();
// AddHP()メソッドを呼び出して「引数」にrewardを与えている。
th.AddHP(reward);
Destroy(gameObject);
GameObject effect = Instantiate(effectPrefab, transform.position, Quaternion.identity);
Destroy(effect, 0.5f);
AudioSource.PlayClipAtPoint(getSound, transform.position);
}
}
}
![2722f98d 408c 468a b39c 0c0a6cd09051](https://codegenius.org/uploads/slide/image/4215/2722f98d-408c-468a-b39c-0c0a6cd09051.jpeg)
![02127f37 b7c9 4f01 937c 3b4699bd0d39](https://codegenius.org/uploads/slide/image/4216/02127f37-b7c9-4f01-937c-3b4699bd0d39.jpeg)
【2019版】BattleTank(基礎/全38回)
他のコースを見る![9441d1f3 1701 461a bc76 dc8e5e9d8591](https://codegenius.org/uploads/slide/image/4212/9441d1f3-1701-461a-bc76-dc8e5e9d8591.jpeg)
![8077cb78 adec 4bf6 adc4 000764af8a3d](https://codegenius.org/uploads/slide/image/4213/8077cb78-adec-4bf6-adc4-000764af8a3d.jpeg)
HPを増加させるメソッド
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class TankHealth : MonoBehaviour
{
[SerializeField]
private GameObject effectPrefab1;
[SerializeField]
private GameObject effectPrefab2;
public int tankHP;
[SerializeField]
private Text HPLabel;
// ★追加
// HPの最大値を設定する(最大値は自由)
public int tankMaxHP = 5;
void Start()
{
// ★追加
tankHP = tankMaxHP;
HPLabel.text = "HP:" + tankHP;
}
private void OnTriggerEnter(Collider other)
{
if (other.gameObject.tag == "EnemyShell")
{
tankHP -= 1;
HPLabel.text = "HP:" + tankHP;
Destroy(other.gameObject);
if (tankHP > 0)
{
GameObject effect1 = Instantiate(effectPrefab1, transform.position, Quaternion.identity);
Destroy(effect1, 1.0f);
}
else
{
GameObject effect2 = Instantiate(effectPrefab2, transform.position, Quaternion.identity);
Destroy(effect2, 1.0f);
this.gameObject.SetActive(false);
Invoke("GoToGameOver", 1.5f);
}
}
}
void GoToGameOver()
{
SceneManager.LoadScene("GameOver");
}
// ★追加
// publicをつけること(重要ポイント)
public void AddHP(int amount)
{
tankHP += amount;
// ここは何をコントロールしている考えてみましょう!
if (tankHP > tankMaxHP)
{
tankHP = tankMaxHP;
}
HPLabel.text = "HP:" + tankHP;
}
}
![219a41bc fc4c 4b75 9997 8382e4b85eba](https://codegenius.org/uploads/slide/image/4214/219a41bc-fc4c-4b75-9997-8382e4b85eba.jpeg)
HPを回復させるアイテム
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class HPItem : MonoBehaviour
{
[SerializeField]
private GameObject effectPrefab;
[SerializeField]
private AudioClip getSound;
private TankHealth th;
private int reward = 3; // いくつ回復させるかは自由!
private void OnTriggerEnter(Collider other)
{
if (other.gameObject.tag == "Player")
{
// Find()メソッドの使い方をマスターすること
th = GameObject.Find("Tank").GetComponent<TankHealth>();
// AddHP()メソッドを呼び出して「引数」にrewardを与えている。
th.AddHP(reward);
Destroy(gameObject);
GameObject effect = Instantiate(effectPrefab, transform.position, Quaternion.identity);
Destroy(effect, 0.5f);
AudioSource.PlayClipAtPoint(getSound, transform.position);
}
}
}
![2722f98d 408c 468a b39c 0c0a6cd09051](https://codegenius.org/uploads/slide/image/4215/2722f98d-408c-468a-b39c-0c0a6cd09051.jpeg)
![02127f37 b7c9 4f01 937c 3b4699bd0d39](https://codegenius.org/uploads/slide/image/4216/02127f37-b7c9-4f01-937c-3b4699bd0d39.jpeg)
プレーヤーのHPを回復させるアイテムの作成