ARPG_ステータス表示機能の実装
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- 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; void Start() { //HP設定 currentHealth = maxHealth; //HPをUIに反映 GameManager.instance.UpdateHealthUI(); //移動スピード設定 activeMoveSpeed = moveSpeed; //スタミナ&スタミナUIの設定 currentStamina = totalStamina; GameManager.instance.UpdateStaminaUI(); } 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; } } //主人公移動 rb.velocity = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical")).normalized * activeMoveSpeed; //動いているときアニメーションを切り替える 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); } } //攻撃ボタン検知 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) { //ノックバック時間&判定設定 knockbackCounter = knockbackTime; isknockingback = true; //ノックバック方向取得&正規化 knockDir = transform.position - position; knockDir.Normalize(); } public void DamagePlayer(int damage) { if (invincibilityCounter <= 0) { 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); } } }
- GameManager
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using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using UnityEngine.SceneManagement; public class GameManager : MonoBehaviour { public static GameManager instance; [SerializeField] private Slider hpSlider; [SerializeField] private PlayerController player; [SerializeField] private Slider staminaSlider; public GameObject dialogBox; public Text dialogText; private string[] dialogLines; private int currentLine; private bool justStarted; public GameObject statusPanel; [SerializeField] private Text hptext, stText, atText; [SerializeField] private Weapon weapon; private void Awake() { if (instance == null) { instance = this; } } void Update() { if (dialogBox.activeInHierarchy) { if (Input.GetMouseButtonUp(1)) { SoundManager.instance.PlaySE(4); if (!justStarted) { currentLine++; if (currentLine >= dialogLines.Length) { dialogBox.SetActive(false); } else { dialogText.text = dialogLines[currentLine]; } } else { justStarted = false; } } } if (Input.GetKeyDown(KeyCode.E)) { ShowStatusPanel(); } } //HPUIの設定を更新 public void UpdateHealthUI() { hpSlider.maxValue = player.maxHealth; hpSlider.value = player.currentHealth; } //スタミナUIの設定を更新 public void UpdateStaminaUI() { staminaSlider.maxValue = player.totalStamina; staminaSlider.value = player.currentStamina; } public void ShowDialog(string[] lines) { dialogLines = lines; currentLine = 0; dialogText.text = dialogLines[currentLine]; dialogBox.SetActive(true); justStarted = true; } public void ShowDialogChange(bool x) { dialogBox.SetActive(x); } public void Load() { SceneManager.LoadScene("Main"); } public void ShowStatusPanel() { statusPanel.SetActive(true); Time.timeScale = 0f; //UI更新用関数の呼び出し StatusUpdate(); } public void CloseStatusePanel() { statusPanel.SetActive(false); Time.timeScale = 1f; } public void StatusUpdate() { hptext.text = "体力 : " + player.maxHealth; stText.text = "スタミナ : " + player.totalStamina; atText.text = "攻撃力 : " + weapon.attackDamage; } }
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