触れたら落ちるブロックの作成
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落ちるブロック
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FallBlock : MonoBehaviour
{
private Rigidbody2D rb2d;
private void Awake()
{
rb2d = GetComponent<Rigidbody2D>();
// ブロックを空中に浮かせる(ポイント)
rb2d.bodyType = RigidbodyType2D.Kinematic;
// 角度を固定する
rb2d.constraints = RigidbodyConstraints2D.FreezeRotation;
}
private void OnCollisionEnter2D(Collision2D collision)
{
if (collision.gameObject.CompareTag("Player"))
{
Invoke("Fall", 2);
}
}
void Fall()
{
// 重力が働き出す。
rb2d.bodyType = RigidbodyType2D.Dynamic;
}
}
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【2022版】ActionGame2D(全33回)
他のコースを見る
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落ちるブロック
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FallBlock : MonoBehaviour
{
private Rigidbody2D rb2d;
private void Awake()
{
rb2d = GetComponent<Rigidbody2D>();
// ブロックを空中に浮かせる(ポイント)
rb2d.bodyType = RigidbodyType2D.Kinematic;
// 角度を固定する
rb2d.constraints = RigidbodyConstraints2D.FreezeRotation;
}
private void OnCollisionEnter2D(Collision2D collision)
{
if (collision.gameObject.CompareTag("Player"))
{
Invoke("Fall", 2);
}
}
void Fall()
{
// 重力が働き出す。
rb2d.bodyType = RigidbodyType2D.Dynamic;
}
}
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触れたら落ちるブロックの作成