1・・・プレイヤー
ひたすら食べます。
食べれば食べるだけ太ります。
2・・・照準
この位置に来たコマンドを入力することでプレイヤーが肉を食べます。
3・・・コマンド
肉を1つ食べるごとに左にずれていきます。
コマンドの順を覚えておきましょう。
4・・・スコア
現在食べている肉の数が表示されます。
5・・・タイム
ゲームの残り時間が表示されます。
制限時間は30秒なので、ひたすら食べることに集中しましょう。
「お肉ぱくぱくデブエット!」をApp Storeで
スクリプト
・ゲームマネージャー
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class GameManager : MonoBehaviour
{
float delta = 30;
float end = 0;
GameObject SecondsText;
public GameObject End;
void Start()
{
SecondsText = GameObject.Find("Seconds");
}
void Update()
{
delta -= Time.deltaTime;
SecondsText.GetComponent<Text>().text = delta.ToString("F1");
if (delta <= end)
{
End.SetActive(true);
}
}
}
・ゲーム開始処理
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GameStart : MonoBehaviour
{
GameObject mv;
GameObject gm;
GameObject gari;
GameObject mg;
float delta = 0;
float span = 1.4f;
void Start()
{
mv = GameObject.Find("Move");
gm = GameObject.Find("GameManager");
gari = GameObject.Find("gari");
mg = GameObject.Find("MeatGenerator");
}
void Update()
{
delta += Time.deltaTime;
if (delta > span)
{
mv.GetComponent<Move>().enabled = true;
mv.GetComponent<AudioSource>().enabled = true;
gm.GetComponent<GameManager>().enabled = true;
gari.GetComponent<PlayerController>().enabled = true;
mg.GetComponent<MeatGenerator>().enabled = true;
Destroy(gameObject);
}
}
}
・ゲーム終了処理
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class GameEnd : MonoBehaviour
{
GameObject mv;
GameObject gm;
GameObject gari;
GameObject mg;
float delta = 0;
int span = 2;
void Start()
{
mv = GameObject.Find("Move");
gm = GameObject.Find("GameManager");
gari = GameObject.Find("gari");
mg = GameObject.Find("MeatGenerator");
}
void Update()
{
delta += Time.deltaTime;
mv.GetComponent<Move>().enabled = false;
gm.GetComponent<GameManager>().enabled = false;
mv.GetComponent<AudioSource>().enabled = false;
gari.GetComponent<PlayerController>().enabled = false;
mg.GetComponent<MeatGenerator>().enabled = false;
if (delta > span)
{
SceneManager.LoadScene("Result");
}
}
}
・プレイヤー太る処理
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerController : MonoBehaviour
{
Animator animator;
GameObject mv;
GameObject re;
void Start()
{
animator = GetComponent<Animator>();
mv = GameObject.Find("Move");
re = GameObject.Find("Reset");
}
void Update()
{
if (mv.GetComponent<Move>().EatSwitch == true)
{
animator.SetTrigger("EatTrigger");
mv.GetComponent<Move>().EatSwitch = false;
GetComponent<AudioSource>().Play();
}
if (re.GetComponent<ScoreReset>().NomalSwitch == true)
{
animator.SetTrigger("NomalTrigger");
}
if (re.GetComponent<ScoreReset>().FatSwitch == true)
{
animator.SetTrigger("FatTrigger");
}
}
}
・コマンド処理
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class A : MonoBehaviour
{
GameObject gd;
GameObject mv;
void Start()
{
gd = GameObject.Find("GameDirector");
mv = GameObject.Find("Move");
}
void Update()
{
if (transform.position.x <= -4.5f)
{
Destroy(gameObject);
gd.GetComponent<GameDirector>().AddPoint();
}
}
void OnTriggerEnter2D(Collider2D Other)
{
mv.GetComponent<Move>().ConnectA = true;
}
void OnTriggerExit2D(Collider2D Other)
{
mv.GetComponent<Move>().ConnectA = false;
}
}
・コマンド移動
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Move: MonoBehaviour
{
GameObject sw;
GameObject ag;
public bool ConnectA;
public bool ConnectB;
public bool ConnectU;
public bool ConnectR;
public bool ConnectD;
public bool ConnectL;
bool AbuttonSwitch;
bool BbuttonSwitch;
bool UbuttonSwitch;
bool RbuttonSwitch;
bool DbuttonSwitch;
bool LbuttonSwitch;
public bool EatSwitch = false;
public bool MeatSwitch = false;
void Start()
{
sw = GameObject.Find("Switch");
ag = GameObject.Find("ArrowGenerator");
}
void Update()
{
if (ConnectA == true)
{
if (AbuttonSwitch == true)
{
ag.GetComponent<ArrowGenerator>().Switch = true;
transform.Translate(-1, 0, 0);
EatSwitch = true;
MeatSwitch = true;
}
}
if (ConnectB == true)
{
if (BbuttonSwitch == true)
{
ag.GetComponent<ArrowGenerator>().Switch = true;
transform.Translate(-1, 0, 0);
EatSwitch = true;
MeatSwitch = true;
}
}
if (ConnectU == true)
{
if (UbuttonSwitch == true)
{
ag.GetComponent<ArrowGenerator>().Switch = true;
transform.Translate(-1, 0, 0);
EatSwitch = true;
MeatSwitch = true;
}
}
if (ConnectR == true)
{
if (RbuttonSwitch == true)
{
ag.GetComponent<ArrowGenerator>().Switch = true;
transform.Translate(-1, 0, 0);
EatSwitch = true;
MeatSwitch = true;
}
}
if (ConnectD == true)
{
if (DbuttonSwitch == true)
{
ag.GetComponent<ArrowGenerator>().Switch = true;
transform.Translate(-1, 0, 0);
EatSwitch = true;
MeatSwitch = true;
}
}
if (ConnectL == true)
{
if (LbuttonSwitch == true)
{
ag.GetComponent<ArrowGenerator>().Switch = true;
transform.Translate(-1, 0, 0);
EatSwitch = true;
MeatSwitch = true;
}
}
if (AbuttonSwitch == true)
{
AbuttonSwitch = false;
}
if (BbuttonSwitch == true)
{
BbuttonSwitch = false;
}
if (UbuttonSwitch == true)
{
UbuttonSwitch = false;
}
if (RbuttonSwitch == true)
{
RbuttonSwitch = false;
}
if (DbuttonSwitch == true)
{
DbuttonSwitch = false;
}
if (LbuttonSwitch == true)
{
LbuttonSwitch = false;
}
}
public void AbuttonDown()
{
AbuttonSwitch = true;
}
public void BbuttonDown()
{
BbuttonSwitch = true;
}
public void UbuttonDown()
{
UbuttonSwitch = true;
}
public void RbuttonDown()
{
RbuttonSwitch = true;
}
public void DbuttonDown()
{
DbuttonSwitch = true;
}
public void LbuttonDown()
{
LbuttonSwitch = true;
}
}
・コマンドジェネレーター
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ArrowGenerator : MonoBehaviour
{
public GameObject Aprefab;
public GameObject Bprefab;
public GameObject Uprefab;
public GameObject Rprefab;
public GameObject Dprefab;
public GameObject Lprefab;
GameObject sw;
GameObject mv;
public bool Switch = true;
void Start()
{
mv = GameObject.Find("Move");
sw = GameObject.Find("Switch");
}
void Update()
{
if (Switch == true)
{
int dice = Random.Range(1, 12);
if (dice <= 2)
{
GameObject go = Instantiate(Aprefab) as GameObject;
go.transform.parent = mv.transform;
Switch = false;
}
if ((dice >= 3) && (dice <= 4))
{
GameObject go = Instantiate(Bprefab) as GameObject;
go.transform.parent = mv.transform;
Switch = false;
}
if ((dice >= 5) && (dice <= 6))
{
GameObject go = Instantiate(Uprefab) as GameObject;
go.transform.parent = mv.transform;
Switch = false;
}
if ((dice >= 7) && (dice <= 8))
{
GameObject go = Instantiate(Rprefab) as GameObject;
go.transform.parent = mv.transform;
Switch = false;
}
if ((dice >= 9) && (dice <= 10))
{
GameObject go = Instantiate(Dprefab) as GameObject;
go.transform.parent = mv.transform;
Switch = false;
}
if (dice >= 11)
{
GameObject go = Instantiate(Lprefab) as GameObject;
go.transform.parent = mv.transform;
Switch = false;
}
}
}
}
・コマンド初期位置
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class StartArrowGenerator : MonoBehaviour
{
public GameObject Aprefab;
public GameObject Bprefab;
public GameObject Uprefab;
public GameObject Rprefab;
public GameObject Dprefab;
public GameObject Lprefab;
GameObject mv;
public bool Switch1 = true;
public bool Switch2 = true;
public bool Switch3 = true;
public bool Switch4 = true;
public bool Switch5 = true;
public bool Switch6 = true;
public bool Switch7 = true;
public bool Switch8 = true;
public bool Switch9 = true;
void Start()
{
mv = GameObject.Find("Move");
}
void Update()
{
if (Switch1 == true)
{
int dice = Random.Range(1, 12);
if (dice <= 2)
{
GameObject go = Instantiate(Aprefab) as GameObject;
go.transform.position = new Vector3(-3.5f, 3.5f, 0);
go.transform.parent = mv.transform;
Switch1 = false;
}
if ((dice >= 3) && (dice <= 4))
{
GameObject go = Instantiate(Bprefab) as GameObject;
go.transform.position = new Vector3(-3.5f, 3.5f, 0);
go.transform.parent = mv.transform;
Switch1 = false;
}
if ((dice >= 5) && (dice <= 6))
{
GameObject go = Instantiate(Uprefab) as GameObject;
go.transform.position = new Vector3(-3.5f, 3.5f, 0);
go.transform.parent = mv.transform;
Switch1 = false;
}
if ((dice >= 7) && (dice <= 8))
{
GameObject go = Instantiate(Rprefab) as GameObject;
go.transform.position = new Vector3(-3.5f, 3.5f, 0);
go.transform.parent = mv.transform;
Switch1 = false;
}
if ((dice >= 9) && (dice <= 10))
{
GameObject go = Instantiate(Dprefab) as GameObject;
go.transform.position = new Vector3(-3.5f, 3.5f, 0);
go.transform.parent = mv.transform;
Switch1 = false;
}
if (dice >= 11)
{
GameObject go = Instantiate(Lprefab) as GameObject;
go.transform.position = new Vector3(-3.5f, 3.5f, 0);
go.transform.parent = mv.transform;
Switch1 = false;
}
}
if (Switch2 == true)
{
int dice = Random.Range(1, 12);
if (dice <= 2)
{
GameObject go = Instantiate(Aprefab) as GameObject;
go.transform.position = new Vector3(-2.5f, 3.5f, 0);
go.transform.parent = mv.transform;
Switch2 = false;
}
if ((dice >= 3) && (dice <= 4))
{
GameObject go = Instantiate(Bprefab) as GameObject;
go.transform.position = new Vector3(-2.5f, 3.5f, 0);
go.transform.parent = mv.transform;
Switch2 = false;
}
if ((dice >= 5) && (dice <= 6))
{
GameObject go = Instantiate(Uprefab) as GameObject;
go.transform.position = new Vector3(-2.5f, 3.5f, 0);
go.transform.parent = mv.transform;
Switch2 = false;
}
if ((dice >= 7) && (dice <= 8))
{
GameObject go = Instantiate(Rprefab) as GameObject;
go.transform.position = new Vector3(-2.5f, 3.5f, 0);
go.transform.parent = mv.transform;
Switch2 = false;
}
if ((dice >= 9) && (dice <= 10))
{
GameObject go = Instantiate(Dprefab) as GameObject;
go.transform.position = new Vector3(-2.5f, 3.5f, 0);
go.transform.parent = mv.transform;
Switch2 = false;
}
if (dice >= 11)
{
GameObject go = Instantiate(Lprefab) as GameObject;
go.transform.position = new Vector3(-2.5f, 3.5f, 0);
go.transform.parent = mv.transform;
Switch2 = false;
}
}
if (Switch3 == true)
{
int dice = Random.Range(1, 12);
if (dice <= 2)
{
GameObject go = Instantiate(Aprefab) as GameObject;
go.transform.position = new Vector3(-1.5f, 3.5f, 0);
go.transform.parent = mv.transform;
Switch3 = false;
}
if ((dice >= 3) && (dice <= 4))
{
GameObject go = Instantiate(Bprefab) as GameObject;
go.transform.position = new Vector3(-1.5f, 3.5f, 0);
go.transform.parent = mv.transform;
Switch3 = false;
}
if ((dice >= 5) && (dice <= 6))
{
GameObject go = Instantiate(Uprefab) as GameObject;
go.transform.position = new Vector3(-1.5f, 3.5f, 0);
go.transform.parent = mv.transform;
Switch3 = false;
}
if ((dice >= 7) && (dice <= 8))
{
GameObject go = Instantiate(Rprefab) as GameObject;
go.transform.position = new Vector3(-1.5f, 3.5f, 0);
go.transform.parent = mv.transform;
Switch3 = false;
}
if ((dice >= 9) && (dice <= 10))
{
GameObject go = Instantiate(Dprefab) as GameObject;
go.transform.position = new Vector3(-1.5f, 3.5f, 0);
go.transform.parent = mv.transform;
Switch3 = false;
}
if (dice >= 11)
{
GameObject go = Instantiate(Lprefab) as GameObject;
go.transform.position = new Vector3(-1.5f, 3.5f, 0);
go.transform.parent = mv.transform;
Switch3 = false;
}
}
if (Switch4 == true)
{
int dice = Random.Range(1, 12);
if (dice <= 2)
{
GameObject go = Instantiate(Aprefab) as GameObject;
go.transform.position = new Vector3(-0.5f, 3.5f, 0);
go.transform.parent = mv.transform;
Switch4 = false;
}
if ((dice >= 3) && (dice <= 4))
{
GameObject go = Instantiate(Bprefab) as GameObject;
go.transform.position = new Vector3(-0.5f, 3.5f, 0);
go.transform.parent = mv.transform;
Switch4 = false;
}
if ((dice >= 5) && (dice <= 6))
{
GameObject go = Instantiate(Uprefab) as GameObject;
go.transform.position = new Vector3(-0.5f, 3.5f, 0);
go.transform.parent = mv.transform;
Switch4 = false;
}
if ((dice >= 7) && (dice <= 8))
{
GameObject go = Instantiate(Rprefab) as GameObject;
go.transform.position = new Vector3(-0.5f, 3.5f, 0);
go.transform.parent = mv.transform;
Switch4 = false;
}
if ((dice >= 9) && (dice <= 10))
{
GameObject go = Instantiate(Dprefab) as GameObject;
go.transform.position = new Vector3(-0.5f, 3.5f, 0);
go.transform.parent = mv.transform;
Switch4 = false;
}
if (dice >= 11)
{
GameObject go = Instantiate(Lprefab) as GameObject;
go.transform.position = new Vector3(-0.5f, 3.5f, 0);
go.transform.parent = mv.transform;
Switch4 = false;
}
}
if (Switch5 == true)
{
int dice = Random.Range(1, 12);
if (dice <= 2)
{
GameObject go = Instantiate(Aprefab) as GameObject;
go.transform.position = new Vector3(0.5f, 3.5f, 0);
go.transform.parent = mv.transform;
Switch5 = false;
}
if ((dice >= 3) && (dice <= 4))
{
GameObject go = Instantiate(Bprefab) as GameObject;
go.transform.position = new Vector3(0.5f, 3.5f, 0);
go.transform.parent = mv.transform;
Switch5 = false;
}
if ((dice >= 5) && (dice <= 6))
{
GameObject go = Instantiate(Uprefab) as GameObject;
go.transform.position = new Vector3(0.5f, 3.5f, 0);
go.transform.parent = mv.transform;
Switch5 = false;
}
if ((dice >= 7) && (dice <= 8))
{
GameObject go = Instantiate(Rprefab) as GameObject;
go.transform.position = new Vector3(0.5f, 3.5f, 0);
go.transform.parent = mv.transform;
Switch5 = false;
}
if ((dice >= 9) && (dice <= 10))
{
GameObject go = Instantiate(Dprefab) as GameObject;
go.transform.position = new Vector3(0.5f, 3.5f, 0);
go.transform.parent = mv.transform;
Switch5 = false;
}
if (dice >= 11)
{
GameObject go = Instantiate(Lprefab) as GameObject;
go.transform.position = new Vector3(0.5f, 3.5f, 0);
go.transform.parent = mv.transform;
Switch5 = false;
}
}
if (Switch6 == true)
{
int dice = Random.Range(1, 12);
if (dice <= 2)
{
GameObject go = Instantiate(Aprefab) as GameObject;
go.transform.position = new Vector3(1.5f, 3.5f, 0);
go.transform.parent = mv.transform;
Switch6 = false;
}
if ((dice >= 3) && (dice <= 4))
{
GameObject go = Instantiate(Bprefab) as GameObject;
go.transform.position = new Vector3(1.5f, 3.5f, 0);
go.transform.parent = mv.transform;
Switch6 = false;
}
if ((dice >= 5) && (dice <= 6))
{
GameObject go = Instantiate(Uprefab) as GameObject;
go.transform.position = new Vector3(1.5f, 3.5f, 0);
go.transform.parent = mv.transform;
Switch6 = false;
}
if ((dice >= 7) && (dice <= 8))
{
GameObject go = Instantiate(Rprefab) as GameObject;
go.transform.position = new Vector3(1.5f, 3.5f, 0);
go.transform.parent = mv.transform;
Switch6 = false;
}
if ((dice >= 9) && (dice <= 10))
{
GameObject go = Instantiate(Dprefab) as GameObject;
go.transform.position = new Vector3(1.5f, 3.5f, 0);
go.transform.parent = mv.transform;
Switch6 = false;
}
if (dice >= 11)
{
GameObject go = Instantiate(Lprefab) as GameObject;
go.transform.position = new Vector3(1.5f, 3.5f, 0);
go.transform.parent = mv.transform;
Switch6 = false;
}
}
if (Switch7 == true)
{
int dice = Random.Range(1, 12);
if (dice <= 2)
{
GameObject go = Instantiate(Aprefab) as GameObject;
go.transform.position = new Vector3(2.5f, 3.5f, 0);
go.transform.parent = mv.transform;
Switch7 = false;
}
if ((dice >= 3) && (dice <= 4))
{
GameObject go = Instantiate(Bprefab) as GameObject;
go.transform.position = new Vector3(2.5f, 3.5f, 0);
go.transform.parent = mv.transform;
Switch7 = false;
}
if ((dice >= 5) && (dice <= 6))
{
GameObject go = Instantiate(Uprefab) as GameObject;
go.transform.position = new Vector3(2.5f, 3.5f, 0);
go.transform.parent = mv.transform;
Switch7 = false;
}
if ((dice >= 7) && (dice <= 8))
{
GameObject go = Instantiate(Rprefab) as GameObject;
go.transform.position = new Vector3(2.5f, 3.5f, 0);
go.transform.parent = mv.transform;
Switch7 = false;
}
if ((dice >= 9) && (dice <= 10))
{
GameObject go = Instantiate(Dprefab) as GameObject;
go.transform.position = new Vector3(2.5f, 3.5f, 0);
go.transform.parent = mv.transform;
Switch7 = false;
}
if (dice >= 11)
{
GameObject go = Instantiate(Lprefab) as GameObject;
go.transform.position = new Vector3(2.5f, 3.5f, 0);
go.transform.parent = mv.transform;
Switch7 = false;
}
}
if (Switch8 == true)
{
int dice = Random.Range(1, 12);
if (dice <= 2)
{
GameObject go = Instantiate(Aprefab) as GameObject;
go.transform.position = new Vector3(3.5f, 3.5f, 0);
go.transform.parent = mv.transform;
Switch8 = false;
}
if ((dice >= 3) && (dice <= 4))
{
GameObject go = Instantiate(Bprefab) as GameObject;
go.transform.position = new Vector3(3.5f, 3.5f, 0);
go.transform.parent = mv.transform;
Switch8 = false;
}
if ((dice >= 5) && (dice <= 6))
{
GameObject go = Instantiate(Uprefab) as GameObject;
go.transform.position = new Vector3(3.5f, 3.5f, 0);
go.transform.parent = mv.transform;
Switch8 = false;
}
if ((dice >= 7) && (dice <= 8))
{
GameObject go = Instantiate(Rprefab) as GameObject;
go.transform.position = new Vector3(3.5f, 3.5f, 0);
go.transform.parent = mv.transform;
Switch8 = false;
}
if ((dice >= 9) && (dice <= 10))
{
GameObject go = Instantiate(Dprefab) as GameObject;
go.transform.position = new Vector3(3.5f, 3.5f, 0);
go.transform.parent = mv.transform;
Switch8 = false;
}
if (dice >= 11)
{
GameObject go = Instantiate(Lprefab) as GameObject;
go.transform.position = new Vector3(3.5f, 3.5f, 0);
go.transform.parent = mv.transform;
Switch8 = false;
}
}
}
}
・肉処理
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MeatController : MonoBehaviour
{
Rigidbody2D rigid2D;
bool Switch = true;
int x;
int y;
int z;
void Start()
{
rigid2D = GetComponent<Rigidbody2D>();
}
void Update()
{
x = Random.Range(2, 4);
y = Random.Range(2, 4);
if (Switch == true)
{
Vector3 force = new Vector3(x, y, 0);
rigid2D.AddForce(force, ForceMode2D.Impulse);
Switch = false;
}
Destroy(gameObject, 5.0f);
}
}
・肉ジェネレーター
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MeatGenerator : MonoBehaviour
{
GameObject mv;
public GameObject MeatPrefab;
void Start()
{
mv = GameObject.Find("Move");
}
void Update()
{
if (mv.GetComponent<Move>().MeatSwitch == true)
{
GameObject go = Instantiate(MeatPrefab) as GameObject;
mv.GetComponent<Move>().MeatSwitch = false;
}
}
}