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using System.Collections; using System.Collections.Generic; using UnityEngine; /// <summary> /// ¥ª¥Ö¥¸¥§¥¯¥È¤ÎÁàºî¤ò¹Ô¤¦¥¯¥é¥¹ /// ¸½ºß¤ÏCube¤Ë¥¢¥¿¥Ã¥Á¤¹¤ë¤è¤¦¤Ë¤·¤Æ¤¤¤ë /// </summary> public class CubeController : MonoBehaviour { private Test test; // ¥¯¥é¥¹¼èÆÀÍÑ [Header("²óž³ÑÅÙ¤ÎÀßÄêÃÍ")] public float eulerAngle; private int axis; // ²óž¤µ¤»¤ë¼´¤ÎÀßÄêÃÍ void Start() { // Test¥¯¥é¥¹¤ò¼èÆÀ¤·testÊÑ¿ô¤ËÂåÆþ = ¥¢¥¯¥»¥¹¤Ç¤¤ë¾õÂ֤ˤ¹¤ë // ¼èÆÀ¤¹¤ëTest¥¯¥é¥¹¤¬Æ±¤¸¥ª¥Ö¥¸¥§¥¯¥È¤Ë¥¢¥¿¥Ã¥Á¤µ¤ì¤Æ¤¤¤ë¾ì¹ç // ¾Êά¤·¤Ê¤¤½ñ¤Êý test = this.gameObject.GetComponent<RotateTest>(); // ¾Êά¤·¤¿½ñ¤Êý¡Ê´ðËÜ·Á¡Ë //test = GetComponent<RotateTest>(); } void Update() { // ¥Ü¥¿¥ó¤ò²¡¤¹Å٤˲óž¼´¤ò x => y => z => x ¤ÈÊѹ¹¤¹¤ë if (Input.GetKeyDown(KeyCode.Z)) { axis++; // z¤Ë¤Ê¤Ã¤¿¤éx¤ËÌ᤹ if(axis >= 3) { axis = 0; } Debug.Log(axis); } if (Input.GetKeyDown(KeyCode.X)) { // cube¤ò²óž¤µ¤»¤ë¤¿¤á¡¢Test¥¯¥é¥¹¤ÎRotateCube¥á¥½¥Ã¥É¤ò¸Æ¤Ó½Ð¤¹ // Â裱°ú¿ô¤È¤·¤Æ²óž¤¹¤ë³ÑÅÙ¡¢Â裲°ú¿ô¤È¤·¤Æ²óž¤ò¤µ¤»¤ë¼´¤Î¾ðÊó¤òÅϤ¹ // ¥¢¥¯¥»¥¹¤¹¤ë¾ì¹ç¤Ë¤Ï¡¢[¥¯¥é¥¹¤ÎÂåÆþ¤µ¤ì¤Æ¤¤¤ëÊÑ¿ô̾].[¸Æ¤Ó½Ð¤¹¥á¥½¥Ã¥É̾]¤Ç½ñ¤¯ test.RotateCube(eulerAngle, axis); } if (Input.GetKeyDown(KeyCode.C)) { // cube¤ò²óž¤µ¤»¤ë¤¿¤á¡¢Test¥¯¥é¥¹¤ÎRotateCube¥á¥½¥Ã¥É¤ò¸Æ¤Ó½Ð¤¹ // Â裱°ú¿ô¤È¤·¤Æ²óž¤¹¤ë³ÑÅÙ¡¢Â裲°ú¿ô¤È¤·¤Æ²óž¤ò¤µ¤»¤ë¼´¡¢Â裳°ú¿ô¤È¤·¤ÆµÕ²óž¤Î¾ðÊó¤òÅϤ¹ test.RotateCube(eulerAngle,axis,true); } if (Input.GetKeyDown(KeyCode.Space)) { // cube¤Î¾õÂÖ¤ò¥ê¥»¥Ã¥È¤¹¤ë¤¿¤á¡¢Test¥¯¥é¥¹¤ÎResetRotate¤ò¸Æ¤Ó½Ð¤¹ test.ResetRotate(); } if (Input.GetKeyDown(KeyCode.V)) { // ³Æ²óž¼´¤Î²óž¤µ¤»¤¿²ó¿ô¤ò¥ê¥»¥Ã¥È¤¹¤ë¤¿¤á¡¢Test¥¯¥é¥¹¤ÎResetAxisCount¤ò¸Æ¤Ó½Ð¤¹ test.ResetAxisCount(0); } } }´°À®¤·¤¿¤éCube¥ª¥Ö¥¸¥§¥¯¥È¤Ë¥¢¥¿¥Ã¥Á¤·¤Þ¤¹¡£
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