MyUnityTest

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 2023.09.13 unityC#  

CountTime


//GameObjectに
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;

public class Score : MonoBehaviour
{
    public GameObject objFinish;
    public GameObject Player;
    public Text txtScore;
    public GameObject txtClear;
    int iScore = 0;
    int remaining;
    [SerializeField] int timeLimit;
    [SerializeField] Text timerText;
    float time;
    void Start()
    {
        txtScore.text = "Score:";
        objFinish.SetActive(false);
        txtClear.SetActive(false);
    }
    void Update()
    {
        time += Time.deltaTime;
    //time変数をint型にし制限時間から引いた数をint型のlimit変数に代入
        remaining = timeLimit - (int)time;
        timerText.text = $"のこり:{remaining.ToString("D3")}";
        if (remaining <= 0)
        {
            Player.gameObject.SetActive(false);
            objFinish.SetActive(true);
            Invoke("GameRestart", 3.5f);
        }
    }
    public void SetScore()
    {
        iScore += 10;
        txtScore.text = "Score:" + iScore.ToString();
      if (iScore >= 300)
        {
         txtClear.SetActive(true);
         Player.gameObject.SetActive(false);
         Invoke("GameRestart", 3.5f);
        }
     }
    public void GameOver()
    {
        objFinish.SetActive(true);
        Invoke("GameRestart", 3.5f);
    }
    public void GameRestart()
    {
        Scene activeScene = SceneManager.GetActiveScene();
        SceneManager.LoadScene(activeScene.name);
    }
}
//____________________________
//Ballに
using UnityEngine;
using UnityEngine.SceneManagement;
public class Ball : MonoBehaviour
{
    public float Value = 0.1f;
    public float kaiten;
    public GameObject explosionPrefab;
    Score sManager;
    SePlay sePlay;
    private float step_time;    
    bool canDieSoon;
    void Start()
    {
       sManager = GameObject.Find("ScoreManager").GetComponent();
       explosionPrefab = GameObject.FindWithTag("Particle");
       sePlay = GameObject.Find("SePlayer").GetComponent();
       step_time = 0.0f; 
       canDieSoon = false;
    }
    void LoadEnding()
    {
      SceneManager.LoadScene("MainScene");
    }
    private void OnTriggerEnter2D(Collider2D col)
    {
    if (col.gameObject.CompareTag("bullet"))
        {
       Destroy(col.gameObject);//敵キャラを削除
        Destroy(gameObject);//ミサイルを削除
        sManager.SetScore();
       sePlay.Play("SE2");
       Instantiate(explosionPrefab, transform.position, Quaternion.identity);
       }
     else if (col.gameObject.CompareTag("Player"))
       {
        col.gameObject.SetActive(false);
        sePlay.Play("SE0");
        sManager.GameOver();
        }
    }
    void Update()
    {
    transform.position += new Vector3(-Value, 0, 0);  
     kaiten += 0.2f * Time.deltaTime;
     transform.Rotate(0, 0, kaiten);
    }
}

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