ビームラベルの実装
![442123e9 6f4c 4fd3 93a6 1745fe34d7eb](https://codegenius.org/uploads/slide/image/8235/442123e9-6f4c-4fd3-93a6-1745fe34d7eb.jpeg)
![Eb6119f8 7538 42f1 8688 f2c1111fc1b4](https://codegenius.org/uploads/slide/image/8236/eb6119f8-7538-42f1-8688-f2c1111fc1b4.jpeg)
ビーム名の表示
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
// ★追加(ビームラベル)
using TMPro;
public class ShotBeam : MonoBehaviour
{
public GameObject laserGun;
public GameObject[] beamPrefabs;
public AudioClip shotSound;
public float shotSpeed;
private int num = 0;
public AudioClip changeSound;
// ★追加(ビームラベル)
public TextMeshProUGUI beamLabel;
// ★追加(ビームラベル)
private void Start()
{
beamLabel.text = "" + beamPrefabs[num].name;
}
void Update()
{
if (Input.GetMouseButtonDown(1))
{
num = (num + 1) % beamPrefabs.Length;
AudioSource.PlayClipAtPoint(changeSound, Camera.main.transform.position);
// ★追加(ビームラベル)
beamLabel.text = "" + beamPrefabs[num].name;
}
if (Input.GetMouseButtonDown(0))
{
GameObject beam = Instantiate(beamPrefabs[num], transform.position, laserGun.transform.rotation);
Rigidbody beamRb = beam.GetComponent<Rigidbody>();
beamRb.AddForce(transform.forward * shotSpeed);
AudioSource.PlayClipAtPoint(shotSound, Camera.main.transform.position);
}
}
}
![C29ac6d6 4f47 4ad8 b7f6 df687a7dcf69](https://codegenius.org/uploads/slide/image/8237/c29ac6d6-4f47-4ad8-b7f6-df687a7dcf69.jpeg)
![F5777e65 662a 49eb 86c2 fc3b5c5a436d](https://codegenius.org/uploads/slide/image/8238/f5777e65-662a-49eb-86c2-fc3b5c5a436d.jpeg)
【2021版】X_Mission(全34回)
他のコースを見る![442123e9 6f4c 4fd3 93a6 1745fe34d7eb](https://codegenius.org/uploads/slide/image/8235/442123e9-6f4c-4fd3-93a6-1745fe34d7eb.jpeg)
![Eb6119f8 7538 42f1 8688 f2c1111fc1b4](https://codegenius.org/uploads/slide/image/8236/eb6119f8-7538-42f1-8688-f2c1111fc1b4.jpeg)
ビーム名の表示
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
// ★追加(ビームラベル)
using TMPro;
public class ShotBeam : MonoBehaviour
{
public GameObject laserGun;
public GameObject[] beamPrefabs;
public AudioClip shotSound;
public float shotSpeed;
private int num = 0;
public AudioClip changeSound;
// ★追加(ビームラベル)
public TextMeshProUGUI beamLabel;
// ★追加(ビームラベル)
private void Start()
{
beamLabel.text = "" + beamPrefabs[num].name;
}
void Update()
{
if (Input.GetMouseButtonDown(1))
{
num = (num + 1) % beamPrefabs.Length;
AudioSource.PlayClipAtPoint(changeSound, Camera.main.transform.position);
// ★追加(ビームラベル)
beamLabel.text = "" + beamPrefabs[num].name;
}
if (Input.GetMouseButtonDown(0))
{
GameObject beam = Instantiate(beamPrefabs[num], transform.position, laserGun.transform.rotation);
Rigidbody beamRb = beam.GetComponent<Rigidbody>();
beamRb.AddForce(transform.forward * shotSpeed);
AudioSource.PlayClipAtPoint(shotSound, Camera.main.transform.position);
}
}
}
![C29ac6d6 4f47 4ad8 b7f6 df687a7dcf69](https://codegenius.org/uploads/slide/image/8237/c29ac6d6-4f47-4ad8-b7f6-df687a7dcf69.jpeg)
![F5777e65 662a 49eb 86c2 fc3b5c5a436d](https://codegenius.org/uploads/slide/image/8238/f5777e65-662a-49eb-86c2-fc3b5c5a436d.jpeg)
ビームラベルの実装