ゾンビFPS_銃声の実装
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- FPSController
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using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class FPSController : MonoBehaviour { float x, z; float speed = 0.1f; public GameObject cam; Quaternion cameraRot, characterRot; float Xsensityvity = 3f, Ysensityvity = 3f; bool cursorLock = true; float minX = -90f, maxX = 90f; public Animator animator; int ammunition = 50, maxAmmunition = 50, ammoClip = 10, maxAmmoClip = 10; int playerHP = 100, maxPlayerHP = 100; public Slider hpBer; public Text ammoText; public GameObject meinCamera, subCamera; public AudioSource playerFootStep; public AudioClip WalkFootStepSE, RunFootStepSE; // Start is called before the first frame update void Start() { cameraRot = cam.transform.localRotation; characterRot = transform.localRotation; GameState.canShoot = true; hpBer.value = playerHP; ammoText.text = ammoClip + "/" + ammunition; } // Update is called once per frame void Update() { float xRot = Input.GetAxis("Mouse X") * Ysensityvity; float yRot = Input.GetAxis("Mouse Y") * Xsensityvity; cameraRot *= Quaternion.Euler(-yRot, 0, 0); characterRot *= Quaternion.Euler(0, xRot, 0); cameraRot = ClampRotation(cameraRot); cam.transform.localRotation = cameraRot; transform.localRotation = characterRot; UpdateCursorLock(); if (Input.GetMouseButton(0) && GameState.canShoot) { if (ammoClip > 0) { animator.SetTrigger("Fire"); GameState.canShoot = false; ammoClip--; ammoText.text = ammoClip + "/" + ammunition; } else { //Debug.Log("弾がないよ"); Weapon.instance.TriggerSE(); } } if (Input.GetKeyDown(KeyCode.R)) { int amountNeed = maxAmmoClip - ammoClip; int ammoAvailable = amountNeed < ammunition ? amountNeed : ammunition; if (amountNeed != 0 && ammunition != 0) { animator.SetTrigger("Reload"); ammunition -= ammoAvailable; ammoClip += ammoAvailable; ammoText.text = ammoClip + "/" + ammunition; } } if (Mathf.Abs(x) > 0 || Mathf.Abs(z) > 0) { if (!animator.GetBool("Walk")) { animator.SetBool("Walk", true); PlayerWalkFootStep(WalkFootStepSE); } } else if (animator.GetBool("Walk")) { animator.SetBool("Walk", false); StopFootStep(); } if (z > 0 && Input.GetKey(KeyCode.LeftShift)) { if (!animator.GetBool("Run")) { animator.SetBool("Run", true); speed = 0.25f; PlayerRunFootStep(RunFootStepSE); } } else if (animator.GetBool("Run")) { animator.SetBool("Run", false); speed = 0.1f; StopFootStep(); } if (Input.GetMouseButton(1)) { subCamera.SetActive(true); meinCamera.GetComponent<Camera>().enabled = false; } else if (subCamera.activeSelf) { subCamera.SetActive(false); meinCamera.GetComponent<Camera>().enabled = true; } } private void FixedUpdate() { x = 0; z = 0; x = Input.GetAxisRaw("Horizontal") * speed; z = Input.GetAxisRaw("Vertical") * speed; //transform.position += new Vector3(x, 0, z); transform.position += cam.transform.forward * z + cam.transform.right * x; } public void UpdateCursorLock() { if (Input.GetKeyDown(KeyCode.Escape)) { cursorLock = false; } else if (Input.GetMouseButton(0)) { cursorLock = true; } if (cursorLock) { Cursor.lockState = CursorLockMode.Locked; } else if (!cursorLock) { Cursor.lockState = CursorLockMode.None; } } public Quaternion ClampRotation(Quaternion q) { //q = x,y,z,w (x,y,zはベクトル(量と向き):wはスカラー(座標とは無関係の量)) q.x /= q.w; q.y /= q.w; q.z /= q.w; q.w = 1f; float angleX = Mathf.Atan(q.x) * Mathf.Rad2Deg * 2f; angleX = Mathf.Clamp(angleX, minX, maxX); q.x = Mathf.Tan(angleX * Mathf.Deg2Rad * 0.5f); return q; } public void PlayerWalkFootStep(AudioClip clip) { playerFootStep.loop = true; playerFootStep.pitch = 1f; playerFootStep.clip = clip; playerFootStep.Play(); } public void PlayerRunFootStep(AudioClip clip) { playerFootStep.loop = true; playerFootStep.pitch = 1.3f; playerFootStep.clip = clip; playerFootStep.Play(); } public void StopFootStep() { playerFootStep.Stop(); playerFootStep.loop = false; playerFootStep.pitch = 1f; } }
- Weapon
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using System.Collections; using System.Collections.Generic; using UnityEngine; public class Weapon : MonoBehaviour { public AudioSource weapon; public AudioClip relodingSE, fireSE, triggerSE; public static Weapon instance; private void Awake() { if (instance == null) { instance = this; } } // Start is called before the first frame update void Start() { } // Update is called once per frame void Update() { } public void CanShoot() { GameState.canShoot = true; } public void FireSE() { weapon.clip = fireSE; weapon.Play(); } public void RelodingSE() { weapon.clip = relodingSE; weapon.Play(); } public void TriggerSE() { if (!weapon.isPlaying) { weapon.clip = triggerSE; weapon.Play(); } } }
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