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。
・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"); } // Update is called once per frame 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"); } // Update is called once per frame 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; // Start is called before the first frame update void Start() { mv = GameObject.Find("Move"); } // Update is called once per frame 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; } } }