ARPG_被弾時の点滅
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- EnemyController
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using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI;// public class EnemyController : MonoBehaviour { private Rigidbody2D rb; private Animator enemyAnim; [SerializeField] private float moveSpeed, waitTime, walkTime; private float waitCounter, moveCounter; private Vector2 moveDir; [SerializeField] private BoxCollider2D area; [SerializeField,Tooltip("プレイヤーを追いかける?")] private bool chase; private bool isChaseing; [SerializeField] private float chaseSpeed, rangeToChase; private Transform target; [SerializeField] private float waitAfterHitting; [SerializeField] private int attackDamage; [SerializeField] private float maxHealth; private float currentHealth; private bool isKnockingBack; [SerializeField] private float knockBackTime, knockBackForce; private float knockBackCounter; private Vector2 knockDir; [SerializeField] private GameObject portion; [SerializeField] private float healthDropChance; [SerializeField] private GameObject blood; [SerializeField] private int exp; [SerializeField] private Image hpImage; private Flash flash; //追加 // Start is called before the first frame update void Start() { rb = GetComponent<Rigidbody2D>(); enemyAnim = GetComponent<Animator>(); waitCounter = waitTime; target = GameObject.FindGameObjectWithTag("Player").transform; currentHealth = maxHealth; UpdateHealthImage(); flash = GetComponent<Flash>();//コンポーネント取得 } // Update is called once per frame void Update() { if(isKnockingBack) { if(knockBackCounter > 0) { knockBackCounter -= Time.deltaTime; rb.velocity = knockDir * knockBackForce; } else { rb.velocity = Vector2.zero; isKnockingBack = false; } return; } if(!isChaseing) { if (waitCounter > 0) { waitCounter -= Time.deltaTime; rb.velocity = Vector2.zero; if (waitCounter <= 0) { moveCounter = walkTime; enemyAnim.SetBool("moving", true); moveDir = new Vector2(Random.Range(-1f, 1f), Random.Range(-1f, 1f)); moveDir.Normalize(); } } else { moveCounter -= Time.deltaTime; rb.velocity = moveDir * moveSpeed; if (moveCounter <= 0) { enemyAnim.SetBool("moving", false); waitCounter = waitTime; } } if(chase) { if(Vector3.Distance(transform.position,target.transform.position) < rangeToChase) { isChaseing = true; } } } else { if(waitCounter > 0) { waitCounter -= Time.deltaTime; rb.velocity = Vector2.zero; if(waitCounter <= 0) { enemyAnim.SetBool("moving", true); } } else { moveDir = target.transform.position - transform.position; moveDir.Normalize(); rb.velocity = moveDir * chaseSpeed; } if (Vector3.Distance(transform.position, target.transform.position) > rangeToChase) { isChaseing = false; waitCounter = waitTime; enemyAnim.SetBool("moving", false); } } transform.position = new Vector3(Mathf.Clamp(transform.position.x,area.bounds.min.x + 1, area.bounds.max.x - 1), Mathf.Clamp(transform.position.y, area.bounds.min.y + 1, area.bounds.max.y - 1),transform.position.z); } private void OnCollisionEnter2D(Collision2D collision) { if(collision.gameObject.tag == "Player") { if(isChaseing) { PlayerController player = collision.gameObject.GetComponent<PlayerController>(); player.KnockBack(transform.position); player.DamagePlayer(attackDamage); waitCounter = waitAfterHitting; enemyAnim.SetBool("moving", false); } } } public void KnockBack(Vector3 position) { isKnockingBack = true; knockBackCounter = knockBackTime; knockDir = transform.position - position; knockDir.Normalize(); enemyAnim.SetBool("moving", false); } public void TakeDamage(int damage,Vector3 position) { currentHealth -= damage; UpdateHealthImage(); flash.PlayFeedback();//点滅関数を呼ぶ if (currentHealth <= 0) { Instantiate(blood, transform.position, transform.rotation); GameManager.instance.AddExp(exp); if(Random.Range(0,100) < healthDropChance && portion != null) { Instantiate(portion, transform.position, transform.rotation); } Destroy(gameObject); } KnockBack(position); } private void UpdateHealthImage() { hpImage.fillAmount = currentHealth / maxHealth; } }
- Flash
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using System.Collections; using System.Collections.Generic; using UnityEngine; public class Flash : MonoBehaviour { //画像のコンポーネント格納 private SpriteRenderer spriteRenderer; //Animatorコンポーネント格納 private Animator animator; //不可視時間 [SerializeField] private float invisibleTime; //可視時間 [SerializeField] private float visibleTime; private void Awake() { spriteRenderer = GetComponent<SpriteRenderer>(); animator = GetComponent<Animator>(); } public void PlayFeedback() { StartCoroutine("FlashCoroutine"); } private IEnumerator FlashCoroutine() { for (int i = 0; i < 3; i++) { animator.enabled = false; Color spriteColor = spriteRenderer.color; spriteColor.a = 0; spriteRenderer.color = spriteColor; yield return new WaitForSeconds(invisibleTime); animator.enabled = true; spriteColor.a = 1; spriteRenderer.color = spriteColor; yield return new WaitForSeconds(visibleTime); } yield break; } }
- PlayerController
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using System.Collections; using System.Collections.Generic; using UnityEngine; public class PlayerController : MonoBehaviour { [SerializeField,Tooltip("移動スピード")] private int moveSpeed; [SerializeField] private Animator playerAnim; public Rigidbody2D rb; [SerializeField] private Animator weaponAnim; [System.NonSerialized] public int currentHealth; public int maxHealth; private bool isknockingback; private Vector2 knockDir; [SerializeField] private float knockbackTime, knockbackForce; private float knockbackCounter; [SerializeField] private float invincibilityTime; private float invincibilityCounter; public float totalStamina, recoverySpeed; [System.NonSerialized] public float currentStamina; [SerializeField] private float dashSpeed, dashLength,dashCost; private float dashCounter, activeMoveSpeed; private Flash flash; // // Start is called before the first frame update void Start() { currentHealth = maxHealth; GameManager.instance.UpdateHealthUI(); activeMoveSpeed = moveSpeed; currentStamina = totalStamina; GameManager.instance.UpdateStaminaUI(); flash = GetComponent<Flash>();// } // Update is called once per frame void Update() { if(GameManager.instance.statusPanel.activeInHierarchy) { return; } if(invincibilityCounter > 0) { invincibilityCounter -= Time.deltaTime; } if(isknockingback) { knockbackCounter -= Time.deltaTime; rb.velocity = knockDir * knockbackForce; if(knockbackCounter <= 0) { isknockingback = false; } else { return; } } rb.velocity = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical")).normalized * activeMoveSpeed; if(rb.velocity != Vector2.zero) { if(Input.GetAxisRaw("Horizontal") != 0) { if(Input.GetAxisRaw("Horizontal") > 0) { playerAnim.SetFloat("X", 1f); playerAnim.SetFloat("Y", 0); weaponAnim.SetFloat("X", 1f); weaponAnim.SetFloat("Y", 0); } else { playerAnim.SetFloat("X", -1f); playerAnim.SetFloat("Y", 0); weaponAnim.SetFloat("X", -1f); weaponAnim.SetFloat("Y", 0); } } else if(Input.GetAxisRaw("Vertical") > 0) { playerAnim.SetFloat("X", 0); playerAnim.SetFloat("Y", 1); weaponAnim.SetFloat("X", 0); weaponAnim.SetFloat("Y", 1); } else { playerAnim.SetFloat("X", 0); playerAnim.SetFloat("Y", -1); weaponAnim.SetFloat("X", 0); weaponAnim.SetFloat("Y", -1); } } else { //アニメーションを切り替える } if(Input.GetMouseButtonDown(0)) { weaponAnim.SetTrigger("Attack"); } if(dashCounter <= 0) { if(Input.GetKeyDown(KeyCode.Space) && currentStamina > dashCost) { activeMoveSpeed = dashSpeed; dashCounter = dashLength; currentStamina -= dashCost; GameManager.instance.UpdateStaminaUI(); } } else { dashCounter -= Time.deltaTime; if(dashCounter <= 0) { activeMoveSpeed = moveSpeed; } } currentStamina = Mathf.Clamp(currentStamina + recoverySpeed * Time.deltaTime, 0, totalStamina); GameManager.instance.UpdateStaminaUI(); } /// <summary> /// 吹き飛ばし用の関数 /// </summary> /// <param name="position"></param> public void KnockBack(Vector3 position) { knockbackCounter = knockbackTime; isknockingback = true; knockDir = transform.position - position; knockDir.Normalize(); } public void DamagePlayer(int damage) { if(invincibilityCounter <= 0) { flash.PlayFeedback();// currentHealth = Mathf.Clamp(currentHealth - damage,0,maxHealth); invincibilityCounter = invincibilityTime; SoundManager.instance.PlaySE(2); if (currentHealth == 0) { gameObject.SetActive(false); SoundManager.instance.PlaySE(0); GameManager.instance.Load(); } } GameManager.instance.UpdateHealthUI(); } private void OnTriggerEnter2D(Collider2D collision) { if(collision.tag == "portion" && maxHealth != currentHealth && collision.GetComponent<Items>().waitTime <= 0) { Items items = collision.GetComponent<Items>(); SoundManager.instance.PlaySE(1); currentHealth = Mathf.Clamp(currentHealth + items.healthItemRecoveryValue, 0, maxHealth); GameManager.instance.UpdateHealthUI(); Destroy(collision.gameObject); } } }
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