void CreatZombie() { float x = Random.Range(-1, 9); float z = Random.Range(-1, 9); // float x = Random.Range(-1.5f, 1.5f); // float z = Random.Range(6.0f, 8.0f); GameObject zo = Instantiate(zombiePrefabs[0], new Vector3(x, 3f, z), zombiePrefabs[0].transform.rotation); ZombieAI2_ys zoComponent = zo.GetComponent <ZombieAI2_ys>(); zoComponent.unityChan = this.unitychanObj; zoComponent.zombieHP = Random.Range(5, 8); zombieList.Add(zo); }
// Update is called once per frame void LateUpdate() { if (TargetZombie != null) { ShootButton.SetActive(true); } else { ShootButton.SetActive(false); } foreach (var zombie in zombieList) { ZombieAI2_ys zo = zombie.GetComponent <ZombieAI2_ys>(); if (zo.zombieHP <= 0) { zo.zombieAnimator.SetBool("IsDie", true); zombieList.Remove(zombie); TargetMarker.SetActive(false); } } ARam.text = "" + unitychan.Weapons[0].GetComponent <WeaponCon_ys>().remainingAm + "/" + unitychan.Weapons[0].GetComponent <WeaponCon_ys>().MaxAm; Pam.text = "" + unitychan.Weapons[1].GetComponent <WeaponCon_ys>().remainingAm + "/" + unitychan.Weapons[1].GetComponent <WeaponCon_ys>().MaxAm; SGam.text = "" + unitychan.Weapons[2].GetComponent <WeaponCon_ys>().remainingAm + "/" + unitychan.Weapons[2].GetComponent <WeaponCon_ys>().MaxAm; lifeAndEnergie.UpdateEnergie(unitychan.energy); lifeAndEnergie.UpdateLife(unitychan.unityChanHP); if (unitychan.unityChanHP <= 0) { GameOver(); } switch (state) { case State.Ready: ObjectSet(); break; case State.ObjectSet: unitychan.energy = 4; PlayerTurn(); break; case State.PlayerTurn: if (unitychan.energy <= 0) { Reload.SetActive(false); WeaponsButton.SetActive(false); ShootButton.SetActive(false); MoveButton.SetActive(false); MoveEndButton.SetActive(false); } break; case State.Move: unitychan.MoveUnityChan(startPos); Reload.SetActive(false); MoveButton.SetActive(false); MoveEndButton.SetActive(true); WeaponsButton.SetActive(false); moce.GetComponent <Renderer>().material.color = new Color(0, 0.1098f, 1, Mathf.Clamp(Mathf.Sin(Time.time), 0.1f, 0.6f)); break; case State.TargetSelect: RayShoot(); break; case State.EnemyTurn: bool isend = true; foreach (var zombie in zombieList) { if (zombie.GetComponent <ZombieAI2_ys>().isActionEnd == false) { isend = false; } } if (isend) { ObjectSet(); } break; case State.GameOver: if (Input.GetKeyDown(KeyCode.Space)) { SceneManager.LoadScene("Sekizawa_Main"); } break; } }