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WaitForSeconds



using UnityEngine;
using System.Collections;

public class PlayerHealth : MonoBehaviour
{
    private Renderer playerRenderer;
    private bool isInvulnerable = false;

    void Start()
    {
        playerRenderer = GetComponent<Renderer>();
    }

    void Update()
    {
        if (Input.GetKeyDown(KeyCode.Space) && !isInvulnerable)
        {
            StartCoroutine(TakeDamage());
        }
    }

    IEnumerator TakeDamage()
    {
        isInvulnerable = true;

        for (int i = 0; i < 5; i++)
        {
            playerRenderer.enabled = false;
            yield return new WaitForSeconds(0.2f);
            playerRenderer.enabled = true;
            yield return new WaitForSeconds(0.2f);
        }

        isInvulnerable = false;
    }
}

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¤Þ¤¿ isInvulnerable ¥Õ¥é¥°¤ò»ÈÍѤ·¤Æ¡¢Ï¢Â³¤·¤Æ¥À¥á¡¼¥¸¤ò¼õ¤±¤Ê¤¤¤è¤¦¤Ë¤·¤Þ¤¹¡£


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using UnityEngine;
using System.Collections;

public class EnemySpawner : MonoBehaviour
{
    public GameObject enemyPrefab;
    public float spawnInterval = 3.0f;

    void Start()
    {
        StartCoroutine(SpawnEnemies());
    }

    IEnumerator SpawnEnemies()
    {
        while (true)
        {
            Instantiate(enemyPrefab, transform.position, Quaternion.identity);
            yield return new WaitForSeconds(spawnInterval);
        }
    }
}

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¥³¥ë¡¼¥Á¥ó SpawnEnemies ¤Ï¡¢»ØÄꤵ¤ì¤¿´Ö³Ö¤´¤È¤ËŨ¤òÀ¸À®¤·¤Þ¤¹¡£



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using UnityEngine;
using System.Collections;

public class EnemySpawner : MonoBehaviour
{
    public GameObject enemyPrefab;
    public int maxEnemiesToSpawn = 10; // À¸À®¤¹¤ëºÇÂç¤ÎŨ¤Î¿ô
    public float spawnInterval = 3.0f;

    private int spawnedEnemiesCount = 0; // À¸À®¤µ¤ì¤¿Å¨¤Î¿ô

    void Start()
    {
        StartCoroutine(SpawnEnemies());
    }

    IEnumerator SpawnEnemies()
    {
        while (spawnedEnemiesCount < maxEnemiesToSpawn)
        {
            Instantiate(enemyPrefab, transform.position, Quaternion.identity);
            spawnedEnemiesCount++; // À¸À®¤µ¤ì¤¿Å¨¤Î¿ô¤òÁý¤ä¤¹
            yield return new WaitForSeconds(spawnInterval);
        }
    }
}

¡¡¤³¤Î¥³¡¼¥É¤Ç¤Ï¡¢maxEnemiesToSpawn ¥Õ¥£¡¼¥ë¥É¤ÇÀ¸À®¤¹¤ëºÇÂç¤ÎŨ¤Î¿ô¤ò»ØÄꤷ¡¢spawnedEnemiesCount ÊÑ¿ô¤ÇÀ¸À®¤µ¤ì¤¿Å¨¤Î¿ô¤ò¥«¥¦¥ó¥È¤·¤Æ¤¤¤Þ¤¹¡£
¥³¥ë¡¼¥Á¥óÆâ¤ÇÀ¸À®¤·¤¿Å¨¤Î¿ô¤¬ maxEnemiesToSpawn ¤Ë㤷¤¿¾ì¹ç¡¢¥ë¡¼¥×¤òÈ´¤±¤Æ¥³¥ë¡¼¥Á¥ó¤¬½ªÎ»¤·¡¢Å¨¤ÎÀ¸À®¤¬Ää»ß¤·¤Þ¤¹¡£


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using UnityEngine;
using System.Collections;

public class FireworksController : MonoBehaviour
{
    [SerializeField]
    private GameObject fireworksPrefab;

    [SerializeField]
    private int numberOfFireworks = 10; // À¸À®¤¹¤ë²Ö²Ð¤Î¿ô

    [SerializeField]
    private float spawnInterval = 5.0f;

    [SerializeField]
    private float minOffset = -1.0f; // ¥é¥ó¥À¥à¤Ê°ÌÃ֤κǾ®¥ª¥Õ¥»¥Ã¥È

    [SerializeField]
    private float maxOffset = 1.0f; // ¥é¥ó¥À¥à¤Ê°ÌÃ֤κÇÂ祪¥Õ¥»¥Ã¥È

    void Start()
    {
        StartCoroutine(SpawnFireworks());
    }

    IEnumerator SpawnFireworks()
    {
        int fireworksCount = 0; // ¥í¡¼¥«¥ëÊÑ¿ô¤È¤·¤Æ fireworksCount ¤òÄêµÁ

        while (fireworksCount < numberOfFireworks)
        {
            Vector3 spawnPosition = transform.position + new Vector3(Random.Range(minOffset, maxOffset), 0f, Random.Range(minOffset, maxOffset));
            Instantiate(fireworksPrefab, spawnPosition, Quaternion.identity);
            fireworksCount++;
            yield return new WaitForSeconds(spawnInterval);
        }
    }
}



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¡¡°Ê²¼¤Ï¡¢½¤Àµ¤µ¤ì¤¿¥³¡¼¥É¤Ç¤¹¡£


using UnityEngine;
using System.Collections;

public class FireworksController : MonoBehaviour
{
    [SerializeField]
    private GameObject[] fireworksPrefabs; // Ê£¿ô¤Î²Ö²Ð¤Î¥×¥ì¥Ï¥Ö¤ò³ÊǼ¤¹¤ëÇÛÎó

    [SerializeField]
    private int numberOfFireworks = 10; // À¸À®¤¹¤ë²Ö²Ð¤Î¿ô

    [SerializeField]
    private float spawnInterval = 5.0f;

    [SerializeField]
    private float minOffset = -1.0f; // ¥é¥ó¥À¥à¤Ê°ÌÃ֤κǾ®¥ª¥Õ¥»¥Ã¥È

    [SerializeField]
    private float maxOffset = 1.0f; // ¥é¥ó¥À¥à¤Ê°ÌÃ֤κÇÂ祪¥Õ¥»¥Ã¥È

    void Start()
    {
        StartCoroutine(SpawnFireworks());
    }

    IEnumerator SpawnFireworks()
    {
        int fireworksCount = 0; // ¥í¡¼¥«¥ëÊÑ¿ô¤È¤·¤Æ fireworksCount ¤òÄêµÁ

        while (fireworksCount < numberOfFireworks)
        {
            // ¥é¥ó¥À¥à¤Ê²Ö²Ð¤Î¥×¥ì¥Ï¥Ö¤òÁªÂò
            int randomIndex = Random.Range(0, fireworksPrefabs.Length);
            GameObject selectedPrefab = fireworksPrefabs[randomIndex];

            // ¥é¥ó¥À¥à¤Ê°ÌÃ֤˲ֲФòÀ¸À®
            Vector3 spawnPosition = transform.position + new Vector3(Random.Range(minOffset, maxOffset), 0f, Random.Range(minOffset, maxOffset));
            Instantiate(selectedPrefab, spawnPosition, Quaternion.identity);

            fireworksCount++;
            yield return new WaitForSeconds(spawnInterval);
        }
    }
}

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¡¡¥×¥í¥°¥é¥à¤Ï¤¹¤Ù¤Æ´ðÁäαþÍѤǤ¹¡£
¤¢¤Ê¤¿Æ¬¤ËÉ⤫¤ó¤À¥²¡¼¥àÆâ¤Î½èÍý¤ò¤É¤Î¤è¤¦¤Ë¤¹¤ì¤Ðɽ¸½¤Ç¤­¤ë¤«¡¢¥¤¥á¡¼¥¸¤ò¹Í¤¨¤Æ¤ß¤Þ¤·¤ç¤¦¡£



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¡¡WaitForSeconds ¥¯¥é¥¹¤ÎÂå¤ï¤ê¤Ë WaitUntil ¥¯¥é¥¹¤òÍøÍѤ·¡¢ÆÃÄê¤Î¾ò·ï¤òËþ¤¿¤¹¤Þ¤Ç½èÍý¤òÃæÃǤ¹¤ëµ¡Ç½¤ò¼ÂÁõ¤·¤Æ¤¤¤Þ¤¹¡£


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Unity ¸ø¼°¥¹¥¯¥ê¥×¥È¡¦¥ê¥Õ¥¡¥ì¥ó¥¹
WaitUntil



using UnityEngine;
using System.Collections;

public class MouseClickWait : MonoBehaviour
{
    void Start()
    {
        StartCoroutine(WaitForMouseClick());
    }

    IEnumerator WaitForMouseClick()
    {
        yield return new WaitUntil(() => Input.GetMouseButtonDown(0));
        Debug.Log("¥Þ¥¦¥¹¥¯¥ê¥Ã¥¯¤¬¸¡½Ð¤µ¤ì¤Þ¤·¤¿¡£");
    }
}



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using UnityEngine;
using System.Collections;
using UnityEngine.SceneManagement;

public class MouseClickToStart : MonoBehaviour
{
    [SerializeField]
    private string nextSceneName = "NextScene"; // ¼¡¤Î¥·¡¼¥ó¤Î̾Á°

    void Start()
    {
        StartCoroutine(WaitForMouseClick());
    }

    IEnumerator WaitForMouseClick()
    {
        yield return new WaitUntil(() => Input.GetMouseButtonDown(0));
        
        // ¥Þ¥¦¥¹¥¯¥ê¥Ã¥¯¤ò´¶ÃΤ·¤¿¤é»ØÄꤷ¤¿¥·¡¼¥ó¤ËÁ«°Ü¤¹¤ë
        SceneManager.LoadScene(nextSceneName);
    }
}

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using System.Collections;
using UnityEngine;

public class Example : MonoBehaviour
{
    bool conditionMet = false; // ÂÔµ¡¾ò·ï

    IEnumerator WaitForCondition()
    {
        while (!conditionMet)
        {
            // ¾ò·ï¤¬Ëþ¤¿¤µ¤ì¤ë¤Þ¤ÇÂÔµ¡
            yield return null;
        }

        // ¾ò·ï¤¬Ëþ¤¿¤µ¤ì¤¿¸å¤Î½èÍý
        Debug.Log("¾ò·ï¤¬Ëþ¤¿¤µ¤ì¤Þ¤·¤¿¡ª");
    }

    void Start()
    {
        StartCoroutine(WaitForCondition());
        // ¤¢¤ë¾ò·ï¤¬Ëþ¤¿¤µ¤ì¤¿¤È²¾Äê
        StartCoroutine(SimulateConditionMet());
    }

    IEnumerator SimulateConditionMet()
    {
        yield return new WaitForSeconds(3.0f); // 3Éøå¤Ë¾ò·ï¤òËþ¤¿¤¹
        conditionMet = true;
    }
}

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