@mm2021 mm2021 / SpawnerBubble.cs
Created at Wed Jun 30 13:31:24 JST 2021
気泡の発生量を増やした
SpawnerBubble.cs
Raw
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;


public class SpawnerBubble : MonoBehaviour
{
    [SerializeField] private GameObject denkyoku;

    public GameObject bubble;
    //ここでpublicと宣言することで後でInspectorビューから操作できる

    private void Update()
    {
            PlaneGenerate(); //PlaneGenerate関数を呼び出す。
    }

    private void PlaneGenerate()
    {
        /*var distanceVectorx = new Vector3(denkyoku.transform.localScale.x/2, 0);  //発生場所からどのくらい離れた距離か左が横の長さ右が高さ
        var distanceVectorz = new Vector3(denkyoku.transform.localScale.z/2, 0);  //発生場所からどのくらい離れた距離か左が横の長さ右が高さ
        //var spawnPositionFromDenkyoku = Quaternion.Euler(0, Random.Range(0, 360f), 0) * distanceVectorx;    //発生場所をy軸基準に360度調整する*/
        var denkyokuPosition = denkyoku.transform.position;// + spawnPositionFromDenkyoku;
        var denkyokuScale = denkyoku.transform.localScale;

        List<Vector3> spawnPositionxplus = new List<Vector3> {  };
        List<Vector3> spawnPositionxminus = new List<Vector3> { };
        List<Vector3> spawnPositionzplus = new List<Vector3> { };
        List<Vector3> spawnPositionzminus = new List<Vector3> { };

        for (int i = 0; i < 10; i++)
        {
            spawnPositionxplus.Add(new Vector3(denkyokuPosition.x + denkyokuScale.x / 2, denkyokuPosition.y + (Random.Range((-denkyokuScale.y / 2), (denkyokuScale.y / 2))), denkyokuPosition.z + (Random.Range((-denkyokuScale.z / 2), (denkyokuScale.z / 2)))));
            spawnPositionxminus.Add(new Vector3(denkyokuPosition.x - denkyokuScale.x / 2, denkyokuPosition.y + (Random.Range((-denkyokuScale.y / 2), (denkyokuScale.y / 2))), denkyokuPosition.z + (Random.Range((-denkyokuScale.z / 2), (denkyokuScale.z / 2)))));
            spawnPositionzplus.Add(new Vector3(denkyokuPosition.x + (Random.Range((-denkyokuScale.x / 2), (denkyokuScale.x / 2))), denkyokuPosition.y + (Random.Range((-denkyokuScale.y / 2), (denkyokuScale.y / 2))), denkyokuPosition.z + denkyokuScale.z / 2));
            spawnPositionzminus.Add(new Vector3(denkyokuPosition.x + (Random.Range((-denkyokuScale.x / 2), (denkyokuScale.x / 2))), denkyokuPosition.y + (Random.Range((-denkyokuScale.y / 2), (denkyokuScale.y / 2))), denkyokuPosition.z - denkyokuScale.z / 2));
        
         }

        for (int i = 0;i< 10;i++) 
        { 
                Instantiate(bubble, spawnPositionxplus[i], Quaternion.identity);
                Instantiate(bubble, spawnPositionxminus[i], Quaternion.identity);
                Instantiate(bubble, spawnPositionzplus[i], Quaternion.identity);
                Instantiate(bubble, spawnPositionzminus[i], Quaternion.identity);
        }

    }
}
SpawnerBubble.cs var1.1
Raw
missed
@s18h026 s18h026 commented on 11 Jul 2021

表面に気泡が発生するようにした
Scaleを簡略化した