(2025年12月6日)
<マズルフラッシュ>
using UnityEngine;
public class ShotShell : MonoBehaviour
{
// ★追加(マズルフラッシュ)
public GameObject muzzlePrefab;
public GameObject muzzlePoint;
private InputSystem_Actions isa;
public GameObject shellPrefab;
public AudioClip shotSound;
public float shotSpeed;
public GameObject shotPoint;
private float shotPower;
void Start()
{
isa = new InputSystem_Actions();
isa.Enable();
}
void Update()
{
if (isa.Player.Shot.triggered)
{
// ★追加(マズルフラッシュ)
GameObject muzzle = Instantiate(muzzlePrefab, muzzlePoint.transform.position, Quaternion.Euler(0, transform.eulerAngles.y - 90, 0));
Destroy(muzzle, 0.15f);
GameObject shell = Instantiate(shellPrefab, shotPoint.transform.position, Quaternion.Euler(90, transform.root.eulerAngles.y, 0));
Rigidbody shellRd = shell.GetComponent();
shellRd.AddForce(transform.forward * shotSpeed);
Destroy(shell, 3.0f);
AudioSource.PlayClipAtPoint(shotSound, transform.position);
}
if (isa.Player.Shot2.IsPressed())
{
shotPower += 15f;
if (shotPower > 900f)
{
shotPower = 900f;
}
}
if (isa.Player.Shot2.WasReleasedThisFrame())
{
// ★追加(マズルフラッシュ)
GameObject muzzle = Instantiate(muzzlePrefab, muzzlePoint.transform.position, Quaternion.Euler(0, transform.eulerAngles.y - 90, 0));
Destroy(muzzle, 0.15f);
GameObject shell = Instantiate(shellPrefab, shotPoint.transform.position, Quaternion.Euler(90, transform.root.eulerAngles.y, 0));
Rigidbody shellRd = shell.GetComponent();
shellRd.useGravity = true;
shellRd.AddForce((transform.forward + new Vector3(0, 0.5f, 0)) * shotPower);
AudioSource.PlayClipAtPoint(shotSound, transform.position);
Destroy(shell, 5.0f);
shotPower = 0;
}
}
private void OnDisable()
{
isa.Disable();
}
}
(設定)
