// Update is called once per frame void Update() { // 左に移動 if (Input.GetKey(KeyCode.LeftArrow)) { Vector3 position = transform.position; position.x -= 0.1f; transform.position = position; } // 右に移動 if (Input.GetKey(KeyCode.RightArrow)) { Vector3 position = transform.position; position.x += 0.1f; transform.position = position; } // 上に回転 if (Input.GetKey(KeyCode.UpArrow)) { Quaternion rotation = transform.rotation; rotation.x -= 0.01f; transform.rotation = rotation; } // 下に回転 if (Input.GetKey(KeyCode.DownArrow)) { Quaternion rotation = transform.rotation; rotation.x += 0.01f; transform.rotation = rotation; } // 弾を発射 if (Input.GetKeyDown(KeyCode.Space)) { Vector3 forward = transform.forward; Vector3 position = transform.position + forward; GameObject bulletObj = Instantiate(Bullet, position, Quaternion.identity) as GameObject; BulletEx bullet = bulletObj.GetComponent <BulletEx>(); Vector3 force = forward * 10f; bullet.Shot(force); } }
// Update is called once per frame void Update() { Vector3 position = transform.position; Quaternion rotation = transform.rotation; // 左に移動 if (Input.GetKey(KeyCode.LeftArrow)) { position.x -= 0.1f; } // 右に移動 if (Input.GetKey(KeyCode.RightArrow)) { position.x += 0.1f; } _rotate_x += 1; /* * // 勝手にくるくる回ることにする * // 上に回転 * if (Input.GetKey(KeyCode.UpArrow)) { * rotation.x -= 0.01f; * _rotate_x -= 1; * * } * // 下に回転 * if (Input.GetKey(KeyCode.DownArrow)) { * rotation.x += 0.01f; * _rotate_x += 1; * * } */ _rotate_x = _rotate_x % 360; transform.rotation = Quaternion.AngleAxis(_rotate_x, Vector3.left); // スマホの加速度センサー var dir = Vector3.zero; dir.x = Input.acceleration.x; dir.y = Input.acceleration.z; Debug.Log("y" + dir.y); // clamp acceleration vector to the unit sphere if (dir.sqrMagnitude > 1) { dir.Normalize(); } rotation.x += dir.y / 5; position.x += dir.x / 20; // 移動範囲を制限 if (position.x < -6) { position.x = -6; } if (position.x > 6) { position.x = 6; } // 冗長しているがとりあえず transform.position = position; //transform.rotation = rotation; // 弾を発射 if (Input.GetKeyDown(KeyCode.Space) || Input.GetMouseButton(0)) { GameObject f_bullet = GameObject.FindGameObjectWithTag("Bullet"); //弾が存在するか //弾がないときのみ発射!! 連射防止 if (f_bullet == null) { Vector3 forward = transform.forward; Vector3 shot_position = transform.position + forward; GameObject bulletObj = Instantiate(Bullet, shot_position, Quaternion.identity) as GameObject; BulletEx bullet = bulletObj.GetComponent <BulletEx>(); Vector3 force = forward * 10f; //物体が向いている方向 bullet.Shot(force); Destroy(bullet, 5); } } }