private void CreateObstacle()
    {
        GameObject[] objectPos = GameObject.FindGameObjectsWithTag("ObjectPos");

        List <int> objectPosNoList = new List <int>();

        if (0 < objectPos.Length)
        {
            // ランダムで生成場所を確保
            for (int i = 0; i < obstacleGenerationCount; i++)
            {
                // ランダムな値を0~objectPos.Length - 1の間で生成
                int objectPosNo = Random.Range(0, objectPos.Length);

                if (objectPosNoList.Contains(objectPosNo))
                {
                    continue;
                }
                else
                {
                    _obstaclePosTF.Add(objectPos[objectPosNo].transform);
                }
            }

            // 生成場所に生成
            for (int i = 0; i < _obstaclePosTF.Count; i++)
            {
                Debug.Log("_obstaclePosTF[" + i.ToString() + "] : " + _obstaclePosTF[i].position.ToString());
                // PhotonNetwork.InstantiateSceneObject("SnowyMt", _obstaclePosTF[i].position, Quaternion.identity, 0, null);

                // プレイヤー用障害物生成
                //GameObject ObstacleObjectForPlayer = PhotonNetwork.Instantiate("ObstacleSnowyMt01", _obstaclePosTF[i].position, Quaternion.identity, 0, null);
                //GameObject ObstacleObjectForPlayer = PhotonNetwork.Instantiate("ObstacleSnowyMt01", _obstaclePosTF[i].position, _obstaclePosTF[i].rotation, 0, null);
                GameObject ObstacleObjectForPlayer = Instantiate(obstacleObject, _obstaclePosTF[i].position, _obstaclePosTF[i].rotation);
                ObstacleObjectForPlayer.name  = "ObstacleSnowyMt01_Player";
                ObstacleObjectForPlayer.tag   = "PlayerObstacle";
                ObstacleObjectForPlayer.layer = 8;                           // 8:Player
                ObstacleController obstacleControllerForPlayer = ObstacleObjectForPlayer.GetComponent <ObstacleController>();
                obstacleControllerForPlayer.SpriteObject.layer       = 8;    // 8:Player
                obstacleControllerForPlayer.ArrowsSpriteObject.layer = 8;    // 8:Player
                ObstacleCancellationController _obstacleCancellationControllerForPlayer = obstacleControllerForPlayer.SpriteObject.GetComponent <ObstacleCancellationController>();

                if (i == 0)
                {
                    _obstacleCancellationControllerForPlayer.obstacleCancelDirection = "up";
                }
                else if (i == 1)
                {
                    _obstacleCancellationControllerForPlayer.obstacleCancelDirection = "left";
                }
                else if (i == 2)
                {
                    _obstacleCancellationControllerForPlayer.obstacleCancelDirection = "down";
                }
                else if (i == 3)
                {
                    _obstacleCancellationControllerForPlayer.obstacleCancelDirection = "right";
                }
                else
                {
                    _obstacleCancellationControllerForPlayer.obstacleCancelDirection = "up";
                }
            }

            createObstacleFlg = true;
        }
    }
Exemple #2
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    //private PhotonView photonView = null;

    private void Awake()
    {
        _obstacleCancellationController = null;
        _obstacleCancellationController = SpriteObject.GetComponent <ObstacleCancellationController>();
    }