Teachers open the door but You must enter by yourself.

Open Media Lab.
オープンメディアラボ

玉転がし
Roll a Ball

【事前学習】前回学んだ機能を再確認しておきましょう。

Detecting Collisions with Collectibles

PlayerControllerのスクリプトに処理を追加します。


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;

public class PlayerController : MonoBehaviour
{
	public float speed = 10f;

	Rigidbody rb;
	Vector3 movement;

	void Start(){
		rb = GetComponent<Rigidbody>();
	}

	void OnMove(InputValue movementValue){
		var movement2D= movementValue.Get<Vector2>();
		movement=new Vector3(movement2D.x, 0f, movement2D.y);
	}

	void FixedUpdate(){
		rb.AddForce(movement * speed);
	}

	//collectableとの衝突が検出されると自動的に実行される
	void OnTriggerEnter(Collider other){
		var o=other.gameObject;
		if(o.CompareTag("PickUp")){
			o.SetActive(false);
		}
	}
}

※ Pick Up に "PickUp"のタグを(生成してから)付ける必要があります。
※ Pick Up のBoxColliderのIsTriggerにチェックをつける必要があります。

Displaying Score and Text

  1. HierarcyウインドウでUI/Text-TextMesh Proを生成し、Import TMP Essentialsのボタンを押し、TMP Importerウィンドウを閉じます。
  2. HierarcyウインドウでCanvasの子のText(TMP)をCount Textに名前を変更します。
  3. Hierarcyウインドウで再度UI/Text-TextMesh Proを生成しCanvasの子の新しく生成されたText(TMP)をWin Textに名前を変更します。
  4. 上記のテキストを表示するためのオブジェクトは、後で生成されるPlayerController.csのフォームにアタッチする必要があります。
  5. PlayerControllerのスクリプトに処理を追加します。
  6. 
    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    using UnityEngine.InputSystem;
    using TMPro;
    
    public class PlayerController : MonoBehaviour
    {
    
    	public float speed = 10f;
    
    	Rigidbody rb;
    	Vector3 movement;
    	
    	//点数表示用
    	private int count = 0;
    	public TextMeshProUGUI countText;
    	public TextMeshProUGUI winText;
    
    	void Start(){
    		rb = GetComponent<Rigidbody>();
    		countText.text = "count: 0";
    		winText.text="";
    	}
    
    	void OnMove(InputValue movementValue){
    		var movement2D= movementValue.Get();
    		movement=new Vector3(movement2D.x, 0f, movement2D.y);
    	}
    	
    	void FixedUpdate(){
    		rb.AddForce(movement * speed);
    	}
    
    	void OnTriggerEnter(Collider other){
    		if(other.gameObject.CompareTag("PickUp"))
    		{
    			other.gameObject.SetActive(false);
    			countText.text = "count: " + (++count).ToString();
    			if (count >= 12)
    			{
    				winText.text = "You Win!";
    			}
    		}
    	}
    }
    

※ TMProの導入によってInput関係のエラーが出る場合は、Edit/Project Settings/Player/Other Settings/Actve Input Handring を「Both」に変更します。

Building the Game

UnityにはFile/Build SettingsでPC Standalone以外のプラットフォーム版も生成する機能が備わっています。授業では割愛しますが、機会があったらやってみてください。




/*
空のGameObject「Main」を生成し
C# Script「Main.cs」をAddして以下を追記
PlayerにアタッチするC# Script PlayerController.cs
PickUpにアタッチするC# Script Rotator.cs
が必要
*/
public class Main : MonoBehaviour
{
	GameObject player;
	GameObject mainCamera;
	Vector3 offset;

	void Start(){
		var ground = GameObject.CreatePrimitive(PrimitiveType.Plane);
		ground.name = "Ground";
		ground.transform.position = Vector3.zero;
		ground.transform.localScale = new Vector3(2, 1, 2);
		ground.GetComponent<Renderer>().material.color=new Color32(130,130,130,255);
		
		GameObject cube;
		cube = GameObject.CreatePrimitive(PrimitiveType.Cube);
		cube.name = "WallWest";
		cube.transform.position = new Vector3(-10, 0.5f, 0);
		cube.transform.localScale = new Vector3(0.5f, 1, 20.5f);
		cube.GetComponent<Renderer>().material.color=new Color32(79,79,79,255);

		cube = GameObject.CreatePrimitive(PrimitiveType.Cube);
		cube.name = "WallEast";
		cube.transform.position = new Vector3(10, 0.5f, 0);
		cube.transform.localScale = new Vector3(0.5f, 1, 20.5f);
		cube.GetComponent<Renderer>().material.color=new Color32(79,79,79,255);

		cube = GameObject.CreatePrimitive(PrimitiveType.Cube);
		cube.name = "WallNorth";
		cube.transform.position = new Vector3(0, 0.5f, 10);
		cube.transform.localScale = new Vector3(20.5f, 1, 0.5f);
		cube.GetComponent<Renderer>().material.color=new Color32(79,79,79,255);

		cube = GameObject.CreatePrimitive(PrimitiveType.Cube);
		cube.name = "WallSouth";
		cube.transform.position = new Vector3(0, 0.5f, -10);
		cube.transform.localScale = new Vector3(20.5f, 1, 0.5f);
		cube.GetComponent<Renderer>().material.color=new Color32(79,79,79,255);

		player = GameObject.CreatePrimitive(PrimitiveType.Sphere);
		player.name="Player";
		player.transform.position = new Vector3(0, 0.5f, 0);;
		player.GetComponent<Renderer>().material.color=new Color32(0,220,255,255);
		player.AddComponent<PlayerController>();

		mainCamera=GameObject.Find("Main Camera");
		mainCamera.transform.position = new Vector3(0, 10, -10);
		mainCamera.transform.rotation=Quaternion.Euler(45,0,0);
		offset = mainCamera.transform.position - player.transform.position;

		for (var i = 0; i < 12; i++){
			var pu = GameObject.CreatePrimitive(PrimitiveType.Cube);
			pu.name = "PickUp"+i.ToString();
			pu.transform.position = new Vector3(
				Mathf.Cos(Mathf.PI*i/6)*5,
				0.5f,
				Mathf.Sin(Mathf.PI*i/6)*5
			);
			pu.AddComponent<Rotator>();
		}
	}

	void Update(){
		mainCamera.transform.position = player.transform.position + offset;
	}
}


//PlayerController.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
using TMPro;

public class PlayerController : MonoBehaviour
{
	public float speed = 10;
	Rigidbody rb;
	float movementX;
	float movementY;

	//点数表示用(HierarchyにUI/Text-TextMeshProで要生成)
	int count = 0;
	public TextMeshProUGUI countText;
	public TextMeshProUGUI winText;

	void Awake(){ //Start()よりも前に実行される
		var inputActionAsset
			= ScriptableObject.CreateInstance();
		var map = inputActionAsset.AddActionMap("Player");
		var action = map.AddAction(
			"Move",
			InputActionType.Value
		);
		action.AddCompositeBinding("2DVector")
			.With("Up", "/upArrow")
			.With("Down", "/downArrow")
			.With("Left", "/leftArrow")
			.With("Right", "/rightArrow");
		action.performed += OnMove;
		action.Enable();
	}
	void Start(){
		rb = gameObject.AddComponent();
		
		countText=GameObject.Find("CountText").GetComponent();
		winText=GameObject.Find("WinText").GetComponent();
		countText.text = "count: 0";
		winText.text="";
		winText.fontSize=48;
	}
	void OnMove(InputAction.CallbackContext c){
		Vector2 movementVector = c.ReadValue();

		movementX = movementVector.x;
		movementY = movementVector.y;
	}
	void FixedUpdate(){
		Vector3 movement = new Vector3(movementX, 0.0f, movementY);
		rb.AddForce(movement * speed);
	}
	void OnTriggerEnter(Collider other){
		if(other.gameObject.name.Substring(0,3)=="Pic"){
			other.gameObject.SetActive(false);
			countText.text = "count: " + (++count).ToString();
			if (count >= 12){
				winText.text = "You Win!";
			}
		}
	}
}


//Rotator.cs
public class Rotator : MonoBehaviour
{
	void Start(){
		transform.rotation=Quaternion.Euler(45,45,45);
		transform.localScale=new Vector3(0.5f,0.5f,0.5f);
		GetComponent<Renderer>().material.color=new Color32(255,200,0,255);
		GetComponent<BoxCollider>().isTrigger=true;
	}
	void Update(){
 		transform.Rotate(new Vector3(15, 30, 45) * Time.deltaTime);
	}
}

【事後学習】本日学んだ機能を再確認しておきましょう。

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