隠しオブジェクト(アイテム)の作り方


隠しオブジェクト
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; public class Ball : MonoBehaviour { public float moveSpeed; private Rigidbody rb; public AudioClip coinGet; public float jumpSpeed; private bool isJumping = false; public int coinCount = 0; // ★追加 public GameObject moveFloor; void Start() { rb = GetComponent<Rigidbody>(); } void Update() { float moveH = Input.GetAxis("Horizontal"); float moveV = Input.GetAxis("Vertical"); Vector3 movement = new Vector3(moveH, 0, moveV); rb.AddForce(movement * moveSpeed); if (Input.GetButtonDown("Jump") && isJumping == false) { rb.velocity = Vector3.up * jumpSpeed; isJumping = true; } } private void OnTriggerEnter(Collider other) { if (other.CompareTag("Coin")) { Destroy(other.gameObject); AudioSource.PlayClipAtPoint(coinGet, transform.position); coinCount += 1; // ★追加 if (coinCount == 2) { // (ポイント) // SetActive()メソッドはオブジェクトをアクティブ/非アクティブ状態にすることができる。 moveFloor.SetActive(true); } if (coinCount == 3) { SceneManager.LoadScene("GameClear"); } } } private void OnCollisionEnter(Collision collision) { if(collision.gameObject.CompareTag("Floor")) { isJumping = false; } } }
C#



【2020版】BallGame(全27回)
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隠しオブジェクト
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; public class Ball : MonoBehaviour { public float moveSpeed; private Rigidbody rb; public AudioClip coinGet; public float jumpSpeed; private bool isJumping = false; public int coinCount = 0; // ★追加 public GameObject moveFloor; void Start() { rb = GetComponent<Rigidbody>(); } void Update() { float moveH = Input.GetAxis("Horizontal"); float moveV = Input.GetAxis("Vertical"); Vector3 movement = new Vector3(moveH, 0, moveV); rb.AddForce(movement * moveSpeed); if (Input.GetButtonDown("Jump") && isJumping == false) { rb.velocity = Vector3.up * jumpSpeed; isJumping = true; } } private void OnTriggerEnter(Collider other) { if (other.CompareTag("Coin")) { Destroy(other.gameObject); AudioSource.PlayClipAtPoint(coinGet, transform.position); coinCount += 1; // ★追加 if (coinCount == 2) { // (ポイント) // SetActive()メソッドはオブジェクトをアクティブ/非アクティブ状態にすることができる。 moveFloor.SetActive(true); } if (coinCount == 3) { SceneManager.LoadScene("GameClear"); } } } private void OnCollisionEnter(Collision collision) { if(collision.gameObject.CompareTag("Floor")) { isJumping = false; } } }
C#



隠しオブジェクト(アイテム)の作り方