敵を踏みつけた時、専用のエフェクトを出す







踏みつけて、エフェクト発生
using System.Collections; using System.Collections.Generic; using UnityEngine; public class FootAttack : MonoBehaviour { public AudioClip sound; private Rigidbody2D rb2d; // ★追加(エフェクト発生) public GameObject effectPrefab; private void Start() { rb2d = GetComponent<Rigidbody2D>(); } private void Update() { RaycastHit2D hit2d = Physics2D.Raycast(transform.position, Vector2.down, 0.6f); if(hit2d.collider != null) { if(hit2d.collider.CompareTag("Enemy")) { Destroy(hit2d.collider.gameObject); AudioSource.PlayClipAtPoint(sound, transform.position); rb2d.velocity = Vector2.up * 3.5f; // ★追加(エフェクト発生) Instantiate(effectPrefab, hit2d.collider.transform.position, Quaternion.identity); } } Debug.DrawRay(transform.position, Vector3.down, Color.yellow, 0.6f); } }
C#


【2022版】ActionGame2D(全33回)
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踏みつけて、エフェクト発生
using System.Collections; using System.Collections.Generic; using UnityEngine; public class FootAttack : MonoBehaviour { public AudioClip sound; private Rigidbody2D rb2d; // ★追加(エフェクト発生) public GameObject effectPrefab; private void Start() { rb2d = GetComponent<Rigidbody2D>(); } private void Update() { RaycastHit2D hit2d = Physics2D.Raycast(transform.position, Vector2.down, 0.6f); if(hit2d.collider != null) { if(hit2d.collider.CompareTag("Enemy")) { Destroy(hit2d.collider.gameObject); AudioSource.PlayClipAtPoint(sound, transform.position); rb2d.velocity = Vector2.up * 3.5f; // ★追加(エフェクト発生) Instantiate(effectPrefab, hit2d.collider.transform.position, Quaternion.identity); } } Debug.DrawRay(transform.position, Vector3.down, Color.yellow, 0.6f); } }
C#


敵を踏みつけた時、専用のエフェクトを出す