マイロボットの作成
![Bced51ff a33e 4f02 9f26 f9cb38c42439](https://codegenius.org/uploads/slide/image/7863/bced51ff-a33e-4f02-9f26-f9cb38c42439.jpeg)
![8b6014be e357 4470 ac41 eb852f04c58a](https://codegenius.org/uploads/slide/image/7864/8b6014be-e357-4470-ac41-eb852f04c58a.jpeg)
![9c25b257 9470 4c8b 9be6 e9ac433f9a3a](https://codegenius.org/uploads/slide/image/7865/9c25b257-9470-4c8b-9be6-e9ac433f9a3a.jpeg)
![0e58416b b1fc 446e 81da ecf2de2a297d](https://codegenius.org/uploads/slide/image/7866/0e58416b-b1fc-446e-81da-ecf2de2a297d.jpeg)
一定の間隔で砲弾の自動発射
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ShotShell : MonoBehaviour
{
public GameObject shellPrefab;
private int count;
// FixedUpdateに変更(ポイント)
private void FixedUpdate()
{
count += 1;
if (count % 10 == 0) // 発射間隔は自由
{
GameObject shell = Instantiate(shellPrefab, transform.position, Quaternion.identity);
Rigidbody shellRb = shell.GetComponent<Rigidbody>();
shellRb.AddForce(transform.forward * 500); // 弾速は自由
Destroy(shell, 5.0f);
}
}
}
![Fe16e8ad 9932 4285 91cd d4df8d7fe422](https://codegenius.org/uploads/slide/image/7867/fe16e8ad-9932-4285-91cd-d4df8d7fe422.jpeg)
![51be7c0f bc6c 418d 8d9b dbea4d032f3f](https://codegenius.org/uploads/slide/image/7868/51be7c0f-bc6c-418d-8d9b-dbea4d032f3f.jpeg)
![2872deb3 0bdf 4ec4 8992 9a79dd361fd8](https://codegenius.org/uploads/slide/image/7869/2872deb3-0bdf-4ec4-8992-9a79dd361fd8.jpeg)
![8b170e90 edd8 499c 98d6 de8ca0665c04](https://codegenius.org/uploads/slide/image/7870/8b170e90-edd8-499c-98d6-de8ca0665c04.jpeg)
![Bced51ff a33e 4f02 9f26 f9cb38c42439](https://codegenius.org/uploads/slide/image/7863/bced51ff-a33e-4f02-9f26-f9cb38c42439.jpeg)
![8b6014be e357 4470 ac41 eb852f04c58a](https://codegenius.org/uploads/slide/image/7864/8b6014be-e357-4470-ac41-eb852f04c58a.jpeg)
![9c25b257 9470 4c8b 9be6 e9ac433f9a3a](https://codegenius.org/uploads/slide/image/7865/9c25b257-9470-4c8b-9be6-e9ac433f9a3a.jpeg)
![0e58416b b1fc 446e 81da ecf2de2a297d](https://codegenius.org/uploads/slide/image/7866/0e58416b-b1fc-446e-81da-ecf2de2a297d.jpeg)
一定の間隔で砲弾の自動発射
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ShotShell : MonoBehaviour
{
public GameObject shellPrefab;
private int count;
// FixedUpdateに変更(ポイント)
private void FixedUpdate()
{
count += 1;
if (count % 10 == 0) // 発射間隔は自由
{
GameObject shell = Instantiate(shellPrefab, transform.position, Quaternion.identity);
Rigidbody shellRb = shell.GetComponent<Rigidbody>();
shellRb.AddForce(transform.forward * 500); // 弾速は自由
Destroy(shell, 5.0f);
}
}
}
![Fe16e8ad 9932 4285 91cd d4df8d7fe422](https://codegenius.org/uploads/slide/image/7867/fe16e8ad-9932-4285-91cd-d4df8d7fe422.jpeg)
![51be7c0f bc6c 418d 8d9b dbea4d032f3f](https://codegenius.org/uploads/slide/image/7868/51be7c0f-bc6c-418d-8d9b-dbea4d032f3f.jpeg)
![2872deb3 0bdf 4ec4 8992 9a79dd361fd8](https://codegenius.org/uploads/slide/image/7869/2872deb3-0bdf-4ec4-8992-9a79dd361fd8.jpeg)
![8b170e90 edd8 499c 98d6 de8ca0665c04](https://codegenius.org/uploads/slide/image/7870/8b170e90-edd8-499c-98d6-de8ca0665c04.jpeg)
マイロボットの作成