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アクションゲームっぽいものを作る

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PlayerController

C#
説明

2Dのプレイヤー移動処理(左右の反転には対応していない)
移動範囲の設定(Clamp)
スペースキーで画面内の敵キャラに攻撃できる
Weapon(武器)を取得して当たり判定のオンオフを行っている
プレイヤーにダメージを与える関数
using UnityEngine;

public class PlayerController : MonoBehaviour
{
    private bool isDead = false;

    [SerializeField] float playerMoveSpeed;
    [SerializeField] float minX = -7.0f;
    [SerializeField] float maxX = 7.0f;
    [SerializeField] float minY = -4.0f;
    [SerializeField] float maxY = 4.0f;

    // ライフ
    [SerializeField] int Life;

    // プレイヤー
    private GameObject currentPlayer;

    // 武器
    private GameObject weapon;

    private void Start()
    {
        isDead = false;

        // コライダー取得
        weapon = GameObject.Find("weapon");

        currentPlayer = this.gameObject;
    }

    private void Update()
    {
        HandlePlayerInput();

        if (isDead)
        {
            currentPlayer.SetActive(false);
        }

        if (Input.GetKeyDown(KeyCode.Space))
        {
            StartCoroutine(Attack(1f));
        }
    }

    private void HandlePlayerInput()
    {
        float horizontalInput = Input.GetAxis("Horizontal");
        float verticalInput = Input.GetAxis("Vertical");
        Vector3 movement = new Vector3(horizontalInput, verticalInput, 0) * playerMoveSpeed * Time.deltaTime;
        Vector3 newPosition = currentPlayer.transform.position + movement;

        // 移動可能な範囲を制限
        newPosition.x = Mathf.Clamp(newPosition.x, minX, maxX);
        newPosition.y = Mathf.Clamp(newPosition.y, minY, maxY);

        currentPlayer.transform.position = newPosition;
    }

    public void AddPlayerDamage(int damage)  // 敵スクリプトで呼ぶ
    {
        if(Life >= 1)
            Life -= damage;

        Debug.Log("Player"+ "Now Hp" + Life);
        if (Life <= 0)
            isDead = true;
    }

    private IEnumerator Attack(float duration)
    {
        weapon.GetComponent<Weapon>().IsValid(true);

        yield return new WaitForSeconds(duration);

        weapon.GetComponent<Weapon>().IsValid(false);  
    }
}

EnemyController

C#

敵にダメージを与える関数
プレイヤーの武器と当たった時のOnCollisionEnter2Dで自身にダメージを与える関数を呼ぶ
プレイヤーと当たった時プレイヤー側にダメージを与える関数を呼ぶ
using UnityEngine;

public class EnemyController : MonoBehaviour
{
    // 死亡フラグ
    private bool isDead = false;

    // ライフ
    [SerializeField] int Life;

    // 攻撃力
    [SerializeField] int Attack;

    // 敵
    private GameObject currentEnemy;

    // プレイヤー
    public GameObject playerObject;

    private void Start()
    {
        isDead = false;
        currentEnemy = this.gameObject;
    }

    void Update()
    {
        if (isDead)
        {
            currentEnemy.SetActive(false);
        }
    }

    private void AddEnemyDamage(int damage)
    {
        if (Life >= 1)
            Life -= damage;

        Debug.Log("Enemy" + "Now Hp" + Life);
        if (Life <= 0)
            isDead = true;
    }

    private void OnCollisionEnter2D(Collision2D collision)
    {
        if(collision.gameObject.tag == "Weapon")
        {
            Debug.Log("Weapon");
            Weapon weapon = collision.gameObject.GetComponent<Weapon>();
            if (weapon == null) return;
            Debug.Log($"EnemyHP +{weapon.Power}");
            AddEnemyDamage(weapon.Power);
        }
        if(collision.gameObject.tag == "Player")
        {
            PlayerController playerController 
                = collision.gameObject.GetComponent<PlayerController>();
            if (playerController == null) return;
            Debug.Log($"PlayerHP +{Attack}");
            playerController.AddPlayerDamage(Attack);
        }
    }
}

Weapon

C#

プレイヤーの武器につけるスクリプト
自身の当たり判定と武器の威力を持っている
コライダーを指定の時間だけ有効にする(3秒)
using UnityEngine;

public class Weapon : MonoBehaviour
{
    private PolygonCollider2D polygonCollider;
    private bool attackflg = false;

    private Coroutine coroutine;

    [SerializeField] int power;

    public int Power { get => power; }

    void Start()
    {
        polygonCollider = GetComponent<PolygonCollider2D>();

        attackflg = false;
    }

    void Update()
    {
        if (attackflg)
        {
            // コライダーがオンになった時の処理
            if (!polygonCollider.enabled)
            {
                // コルーチンを開始
                coroutine = StartCoroutine(EnableColliderForDuration(3.0f));
            }
        }
    }

    public void IsValid(bool flg)  // プレイヤー側で呼ぶ
    {
        Debug.Log(flg);
        attackflg = flg;
    }

    // コライダーを指定の時間だけ有効にするコルーチン
    private IEnumerator EnableColliderForDuration(float duration)
    {
        polygonCollider.enabled = true; // コライダーを有効にする

        yield return new WaitForSeconds(duration); // 指定の時間待機

        polygonCollider.enabled = false; // コライダーを無効にする

        attackflg = false;
    }
}
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