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using UnityEngine; public class DebugExample : MonoBehaviour { [SerializeField] private bool isDebugMode = false; void OnDrawGizmos() { if (isDebugMode) { Gizmos.color = Color.red; Gizmos.DrawSphere(transform.position, 1.0f); } } }
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using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using System.Linq; // Physics2D.OverlapCircleNonAlloc // https://docs.unity3d.com/ja/current/ScriptReference/Physics2D.OverlapCircleNonAlloc.html // Physics2D.OverlapCircleAll // https://docs.unity3d.com/ja/current/ScriptReference/Physics2D.OverlapCircleAll.html public class BulletGenerator_AutoAim : MonoBehaviour { [SerializeField] private Bullet bulletPrefab; [SerializeField] private int damage; [SerializeField] private float speed = 1000.0f; [SerializeField] private float interval = 2.0f; // => BulletDataSO ¤òºîÀ®¤·¤¿¤é¡¢¤½¤³¤«¤é³Æ¥Ç¡¼¥¿¤ò¤â¤é¤Ã¤Æ»È¤¦ [SerializeField] private LayerMask enemyLayer; // LayerMask ÀßÄê¤ò¥¤¥ó¥¹¥Ú¥¯¥¿¡¼¤Ç¹Ô¤¦ [SerializeField] private float radius = 2.0f; [SerializeField] private bool isDrawGizmoOn; // ¥Ç¥Ð¥Ã¥°ÍѤε¡Ç½¤Î¥ª¥ó¥ª¥ÕÀÚ¤êÂØ¤¨¤ò¼«Ê¬¤Çºî¤ë private bool isShooting; // ÃÆ¤ÎÀ¸À®À©¸æ void Start() { // TODO BulletData ºîÀ®¸å¤Ï¡¢damage, speed, interval ¤ÎÃͤò BulletData ¤ÎÆâÍÆ¤Ë¹¹¿·¤¹¤ë } void Update() { // ÃÆ¤ÎÏ¢¼ÍËÉ»ß if (isShooting) { return; } // ¹¶·âÍѤΥܥ¿¥ó¤ò²¡¤·¤¿¤é if (Input.GetButtonDown("Fire1") || Input.GetKeyDown(KeyCode.Return)) { // Fire1 = Left Ctrl // ¹¶·âÈÏ°ÏÆâ¤ËŨ¤¬¤¤¤ë¤«È½Äê DetectEnemiesInRange(); } } /// <summary> /// ¹¶·âÈÏ°ÏÆâ¤ËŨ¤¬¤¤¤ë¤«È½Äꤷ¡¢Â¸ºß¤¹¤ë¾ì¹ç¤Ë¤Ï¥×¥ì¥¤¥ä¡¼¤ËºÇ¤â¶á¤¤Å¨¤òÆÃÄê /// </summary> private void DetectEnemiesInRange() { ¡¡¡¡¡¡¡¡// ÈÏ°ÏÆâ¤ÎÁ´¤Æ¤ÎŨ¤Î¥³¥é¥¤¥À¡¼¤ò¼èÆÀ // ¡OverlapCircleNonAlloc ¤Î¾ì¹ç(¤¿¤À¤·¡¢¾ÍèŪ¤ËÈó¿ä¾©) // ÈÏ°ÏÆâ¤ÎÁ´¤Æ¤ÎŨ¤Î¥³¥é¥¤¥À¡¼¤ò¼èÆÀ¤¹¤ë¤¿¤á¤ÎÇÛÎó¤òÍÑ°Õ //Collider2D[] hitColliders = new Collider2D[10]; // 10¤Ï²¾¤Î¿ôÃͤǤ¹¡£¼ÂºÝ¤Ë¤ÏŬÀڤʿôÃͤòÀßÄꤷ¤Æ¤¯¤À¤µ¤¤¡£ //int numColliders = Physics2D.OverlapCircleNonAlloc(transform.position, radius, hitColliders, enemyLayer); // ¹¶·âÈÏ°ÏÆâ¤ËŨ¤¬¸«¤Ä¤«¤é¤Ê¤¤¾ì¹ç¡¢½èÍý¤·¤Ê¤¤ // if (numColliders == 0) { // return; // } // ¢OverlapCircleAll ¤Î¾ì¹ç ¡¡¡¡¡¡¡¡// ÈÏ°ÏÆâ¤ÎÁ´¤Æ¤ÎŨ¤Î¥³¥é¥¤¥À¡¼¤ò¼èÆÀ¤·¤ÆÇÛÎó¤Ë³ÊǼ Collider2D[] hitColliders = Physics2D.OverlapCircleAll(transform.position, radius, enemyLayer); // ¹¶·âÈÏ°ÏÆâ¤ËŨ¤¬¸«¤Ä¤«¤é¤Ê¤¤¾ì¹ç¡¢½èÍý¤·¤Ê¤¤ if (hitColliders.Length == 0) { Debug.Log("Ũ¤¬¸«¤Ä¤«¤ê¤Þ¤»¤ó"); return; } // ¤³¤³¤«¤é¶¦Ä̽èÍý Debug.Log("Ũ¤òȯ¸« : " + hitColliders.Length + " ÂÎ"); // ºÇ¤â¶á¤¤Å¨¤È¤½¤Îµ÷Î¥¤ÎÆó¾è¤òÊݸ¤¹¤ëÊÑ¿ô Collider2D nearestEnemy = null; float nearestDistanceSqr = float.MaxValue; // ÇÛÎóÆâ¤Î³ÆÅ¨¤ËÂФ·¤Æµ÷Î¥¤ÎÆó¾è¤ò·×»»¤·¡¢ºÇ¤â¶á¤¤Å¨¤ò¸«¤Ä¤±¤ë(OverlapCircleNonAlloc ¤Î¾ì¹ç¤Ï numColliders ¤ò»È¤¦) for (int i = 0; i < hitColliders.Length; i++) { // ¥×¥ì¥¤¥ä¡¼¤Î°ÌÃÖ¤ÈÇÛÎó¤ËÆþ¤Ã¤Æ¤¤¤ëŨ¤Î°ÌÃÖ¤ò·×»»¤·¤Æ¡¢Ê¿Êýº¬¤Ë¤¹¤ë float distanceSqr = (transform.position - hitColliders[i].transform.position).sqrMagnitude; //distanceSqr = (transform.position - hitColliders[i].transform.position).magnitude; //distanceSqr = Vector2.Distance(transform.position - hitColliders[i].transform.position); // º£²ó¤Îµ÷Î¥¤È¡¢¸½ºß¤ÎºÇ¤â¶á¤¤µ÷Î¥¤òÈæ³Ó if (distanceSqr < nearestDistanceSqr) { nearestDistanceSqr = distanceSqr; nearestEnemy = hitColliders[i]; } } // ¾åµ¤Î¶¦Ä̽èÍý¤ò Linq ¤Ë¤·¤¿¾ì¹ç(ÍѰդ¹¤ë¥í¡¼¥«¥ëÊÑ¿ô¤Ï¸º¤ê¡¢for ʸ¤â¤Ê¤¯¤Ê¤ë¤¿¤á¡¢²ÄÆÉÀ¤Ï¹â¤¯¤Ê¤ë¤¬¡¢Éé²Ù¤¬¤¢¤¬¤ë²ÄǽÀ¤¬¤¢¤ë) // Collider2D nearestEnemy = // hitColliders // .OrderBy(hit => (transform.position - hit.transform.position).sqrMagnitude) // .FirstOrDefault(); // hitColliders[0] // // if (nearestEnemy == null) { // Debug.Log("Ũ¤¬¸«¤Ä¤«¤ê¤Þ¤»¤ó"); // return; // } Debug.Log("ºÇ¤â¶á¤¤Å¨¤¬¸«¤Ä¤«¤ê¤Þ¤·¤¿ : " + nearestEnemy.gameObject.name); ¡¡¡¡¡¡¡¡// ÃÆ¤òȯ¼Í¤·¤Æ¤¤¤ë¾õÂ֤ˤ¹¤ë => Ï¢¼ÍËÉ»ß isShooting = true; ¡¡¡¡¡¡¡¡// ¥×¥ì¥¤¥ä¡¼¤«¤é¸«¤¿Å¨¤ÎÊý¸þ¤ò»»½Ð¤·¡¢Àµµ¬²½(µ÷Î¥¤Ë¤è¤ë±ó¶á¤Ç¡¢ÃƤήÅÙ¤¬ÊѤï¤é¤Ê¤¤¤è¤¦¤Ë¤¹¤ë) Vector2 direction = (nearestEnemy.transform.position - transform.position).normalized; // ºÇ¤â¶á¤¤Å¨¤Î¤¤¤ëÊý¸þ¤ËÂФ·¤ÆÃƤòȯ¼Í¤¹¤ë StartCoroutine(GenerateBullet(direction)); // TODO ¥¢¥Ë¥áƱ´ü¤µ¤»¤ë¾ì¹ç¡¢direction ¤ÎÃͤòÍøÍѤ¹¤ì¤Ð¥×¥ì¥¤¥ä¡¼¤«¤é¸«¤¿Å¨¤ÎÊý¸þ¤Ë¤Ê¤ê¤Þ¤¹¡£ } /// <summary> /// ÃÆ¤òÀ¸À®¤·¤Æ¡¢È¯¼ÍÌ¿Îá¤ò¤¹¤ë /// </summary> /// <param name="direction"></param> /// <returns></returns> private IEnumerator GenerateBullet(Vector2 direction) { ¡¡¡¡¡¡¡¡// ¥¯¥é¥¹¤ÇÀ¸À® Bullet bullet = Instantiate(bulletPrefab, transform.position, Quaternion.identity); ¡¡¡¡¡¡¡¡// ȯ¼ÍÌ¿Îá bullet.Shoot(damage, speed, direction); ¡¡¡¡¡¡¡¡// ÂÔµ¡»þ´Ö yield return new WaitForSeconds(interval); ¡¡¡¡¡¡¡¡// ºÆÅÙ¡¢ÃƤòȯ¼Í¤Ç¤¤ë¾õÂÖ¤ËÌ᤹ isShooting = false; } /// <summary> /// ¹¶·âÈϰϤβĻ벽(Scene¥Ó¥å¡¼) /// </summary> void OnDrawGizmos() { if (!isDrawGizmoOn) { return; } Gizmos.color = Color.red; Gizmos.DrawWireSphere(transform.position, radius); } }
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// ÈÏ°ÏÆâ¤ÎÁ´¤Æ¤ÎŨ¤Î¥³¥é¥¤¥À¡¼¤ò¼èÆÀ¤·¤ÆÇÛÎó¤Ë³ÊǼ Collider2D[] hitColliders = Physics2D.OverlapCircleAll(transform.position, radius, enemyLayer);
Gizmos.DrawWireSphere(transform.position, radius);
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using UnityEngine; public class DebugLineExample : MonoBehaviour { [SerializeField] private GameObject targetObject; [SerializeField] private bool isDebugMode = false; void Update() { if (isDebugMode && targetObject != null) { Debug.DrawLine(transform.position, targetObject.transform.position, Color.blue); } } }
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