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SpawnerBubble.cs
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Created at Wed Jun 30 13:31:24 JST 2021
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takane
revised this
on 14 Jul 2021
1284e14
gistfile2.txt
missed
takane
revised this
on 14 Jul 2021
87a5fe5
SpawnerBubble.cs var1.1
missed
gistfile2.txt
missed
s18h026
revised this
on 14 Jul 2021
3d15c2e
SpawnerBubble.cs
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); } } }
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; var spawnPositionxplus = 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)))); var spawnPositionxminus = 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)))); var spawnPositionzplus = 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); var spawnPositionzminus = 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); Instantiate(bubble, spawnPositionxplus, Quaternion.identity); Instantiate(bubble, spawnPositionxminus, Quaternion.identity); Instantiate(bubble, spawnPositionzplus, Quaternion.identity); Instantiate(bubble, spawnPositionzminus, Quaternion.identity); } }
s18h026
revised this
on 14 Jul 2021
7fcea9c
SpawnerBubble.cs
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; var spawnPositionxplus = 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)))); var spawnPositionxminus = 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)))); var spawnPositionzplus = 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); var spawnPositionzminus = 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); Instantiate(bubble, spawnPositionxplus, Quaternion.identity); Instantiate(bubble, spawnPositionxminus, Quaternion.identity); Instantiate(bubble, spawnPositionzplus, Quaternion.identity); Instantiate(bubble, spawnPositionzminus, Quaternion.identity); } }
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 float timer = 0; float spowntime = 1; //2秒ごとに生成させる private void Update() { timer += Time.deltaTime; //timerの値を1秒に1のペースで増やす if (timer > spowntime) { PlaneGenerate(); //PlaneGenerate関数を呼び出す。 timer = 0; //timerを0に戻す。 } } private void PlaneGenerate() { var distanceVector = new Vector3(1, 0); var spawnPositionFromDenkyoku = Quaternion.Euler(0, Random.Range(0, 360f), 0) * distanceVector; var denkyokuPosition = denkyoku.transform.position + spawnPositionFromDenkyoku; var spawnPosition = new Vector3(denkyokuPosition.x, denkyokuPosition.y, denkyokuPosition.z); Instantiate(bubble, spawnPosition, Quaternion.identity); // Instantiate(bubble, spawnPosition, Quaternion.identity); } }
SpawnerBubble.cs var1.1
missed
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; var spawnPositionxplus = 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)))); var spawnPositionxminus = 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)))); var spawnPositionzplus = 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); var spawnPositionzminus = 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); Instantiate(bubble, spawnPositionxplus, Quaternion.identity); Instantiate(bubble, spawnPositionxminus, Quaternion.identity); Instantiate(bubble, spawnPositionzplus, Quaternion.identity); Instantiate(bubble, spawnPositionzminus, Quaternion.identity); } }
s18h026
revised this
on 11 Jul 2021
18947e2
SpawnerBubble.cs var1.1
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; var spawnPositionxplus = 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)))); var spawnPositionxminus = 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)))); var spawnPositionzplus = 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); var spawnPositionzminus = 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); Instantiate(bubble, spawnPositionxplus, Quaternion.identity); Instantiate(bubble, spawnPositionxminus, Quaternion.identity); Instantiate(bubble, spawnPositionzplus, Quaternion.identity); Instantiate(bubble, spawnPositionzminus, Quaternion.identity); } }
s18h026
revised this
on 30 Jun 2021
26cb7d7
SpawnerBubble.cs
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 float timer = 0; float spowntime = 1; //2秒ごとに生成させる private void Update() { timer += Time.deltaTime; //timerの値を1秒に1のペースで増やす if (timer > spowntime) { PlaneGenerate(); //PlaneGenerate関数を呼び出す。 timer = 0; //timerを0に戻す。 } } private void PlaneGenerate() { var distanceVector = new Vector3(1, 0); var spawnPositionFromDenkyoku = Quaternion.Euler(0, Random.Range(0, 360f), 0) * distanceVector; var denkyokuPosition = denkyoku.transform.position + spawnPositionFromDenkyoku; var spawnPosition = new Vector3(denkyokuPosition.x, denkyokuPosition.y, denkyokuPosition.z); Instantiate(bubble, spawnPosition, Quaternion.identity); // Instantiate(bubble, spawnPosition, Quaternion.identity); } }