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using UnityEngine;
using UnityEngine.SceneManagement;
public class ClickToStart : MonoBehaviour
{
void Update()
{
if (Input.GetMouseButtonDown(0)) // º¸¥¯¥ê¥Ã¥¯¤òÂÔµ¡
{
SceneManager.LoadScene("MainScene"); // ¥á¥¤¥ó¥·¡¼¥ó¤ØÁ«°Ü
}
}
}
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using UnityEngine;
public class EnemyManager : MonoBehaviour
{
public int totalEnemies = 10;
private int destroyedEnemies = 0;
¡¡¡¡void Update() {
EnemyDestroyed();
}
void EnemyDestroyed()
{
destroyedEnemies++;
if (destroyedEnemies >= totalEnemies)
{
Debug.Log("Game Clear!");
}
}
}
¡¡¤³¤Î¥¹¥¯¥ê¥×¥È¤Ç¤Ï¡¢Update ¥á¥½¥Ã¥ÉÆâ¤Ç EnemyDestroyed() ¥á¥½¥Ã¥É¤ò¼Â¹Ô¤·¡¢¾ï»þ¡¢´Æ»ë¤ò¹Ô¤¤¤Þ¤¹¡£
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using UnityEngine;
public class EnemyManager : MonoBehaviour
{
public int totalEnemies = 10;
private int destroyedEnemies = 0;
public void EnemyDestroyed()
{
destroyedEnemies++;
if (destroyedEnemies >= totalEnemies)
{
Debug.Log("Game Clear!");
}
}
}
¡¡¤³¤Á¤é¤Ç¤Ï³°Éô¥¯¥é¥¹¤è¤ê EnemyDestroyed()¥á¥½¥Ã¥É¤ò¼Â¹Ô¤·¡¢½èÍý¤ò¹Ô¤¤¤Þ¤¹¡£
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using UnityEngine;
using UnityEngine.SceneManagement;
public class GameClearManager : MonoBehaviour
{
public int totalEnemies = 10;
private int destroyedEnemies = 0;
private bool isGameClear = false;
void Update()
{
// ¥²¡¼¥à¥¯¥ê¥¢¸å¤Î²èÌÌ¥¯¥ê¥Ã¥¯»þ¤Î½èÍý
if (isGameClear && Input.GetMouseButtonDown(0))
{
SceneManager.LoadScene("TitleScene");
}
}
public void EnemyDestroyed()
{
destroyedEnemies++;
if (destroyedEnemies >= totalEnemies && !isGameClear)
{
isGameClear = true;
Debug.Log("Game Clear!");
}
}
}
¡¡¤³¤Î¥¹¥¯¥ê¥×¥È¤Ç¤Ï¡¢Update¥á¥½¥Ã¥É¤Ç¥¯¥ê¥¢ÍѤΥե饰¤È²èÌ̤¬¥¯¥ê¥Ã¥¯¤µ¤ì¤ë¤Î¤òÂÔµ¡¤·¡¢¾ò·ï¤òËþ¤¿¤·¤¿¤¦¤¨¤Ç¥¯¥ê¥Ã¥¯¤µ¤ì¤¿¤é¥¿¥¤¥È¥ë¥·¡¼¥ó¤ËÁ«°Ü¤·¤Þ¤¹¡£