敵の作成②(敵が自動でミサイル発射)


敵が自動でミサイルを発射
using UnityEngine;
public class EnemyFireMissile : MonoBehaviour
{
public GameObject enemyMissilePrefab;
public float speed;
private float timer;
public float interval;
void Update()
{
timer += Time.deltaTime;
if (timer > interval)
{
GameObject enemyMissile = Instantiate(enemyMissilePrefab, transform.position, transform.rotation);
Rigidbody enemyMissileRb = enemyMissile.GetComponent<Rigidbody>();
enemyMissileRb.AddForce(transform.forward * speed);
Destroy(enemyMissile, 5.0f);
timer = 0;
}
}
}


Playerの方に向く
using UnityEngine;
public class LookAt : MonoBehaviour
{
private GameObject target;
void Start()
{
target = GameObject.Find("Player");
}
void Update()
{
if(target)
{
transform.LookAt(target.transform.position);
}
}
}


【Unity6版】Danmaku(全20回)
他のコースを見る

敵が自動でミサイルを発射
using UnityEngine;
public class EnemyFireMissile : MonoBehaviour
{
public GameObject enemyMissilePrefab;
public float speed;
private float timer;
public float interval;
void Update()
{
timer += Time.deltaTime;
if (timer > interval)
{
GameObject enemyMissile = Instantiate(enemyMissilePrefab, transform.position, transform.rotation);
Rigidbody enemyMissileRb = enemyMissile.GetComponent<Rigidbody>();
enemyMissileRb.AddForce(transform.forward * speed);
Destroy(enemyMissile, 5.0f);
timer = 0;
}
}
}


Playerの方に向く
using UnityEngine;
public class LookAt : MonoBehaviour
{
private GameObject target;
void Start()
{
target = GameObject.Find("Player");
}
void Update()
{
if(target)
{
transform.LookAt(target.transform.position);
}
}
}


敵の作成②(敵が自動でミサイル発射)