using UnityEngine;
public class IgaguriController : MonoBehaviour
{
public void Shoot(Vector3 dir)
{
GetComponent().AddForce(dir);
}
void OnCollisionEnter(Collision collision)
{
GetComponent().isKinematic = true;
GetComponent().Play();
}
void Start()
{
Application.targetFrameRate = 60;
// Shoot(new Vector3(0, 200, 2000));
}
}
////////////////////
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class IgaguriGenerator : MonoBehaviour
{
public GameObject igaguriPrefab;
// float timer;
private int counter = 0;
public Text objFinish;
void Start()
{
objFinish.text = "";
}
void Update()
{
if (Input.GetMouseButtonDown(0))
{
counter++;
GameObject igaguri = Instantiate(igaguriPrefab);
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
igaguri.GetComponent().Shoot(ray.direction * 2000);
//3秒後に削除
// Destroy(igaguri, 5.0f);
if (counter > 10) {
objFinish.text = "GameOver";
Invoke("GameRestart", 3.1f);
}
}
}
public void GameRestart()
{
// 現在のシーンを取得してロードする
Scene activeScene = SceneManager.GetActiveScene();
SceneManager.LoadScene(activeScene.name);
}
// timer += Time.deltaTime; //timerに経過時間を加算
// if (timer > 5.0f) //timerが1秒を超えたら
// {
// timer = 0; //timerを0リセット
// }
}