//プレイヤーを作成しチームにアサイン public void CreatePlayer(Color color) { //生成位置 int respawnNumber = 0; if (color == Color.red) { //Redチーム respawnNumber = (int)UnityEngine.Random.Range(0f, 2f); } else { //Greenチーム respawnNumber = (int)UnityEngine.Random.Range(2f, 4f); } GameObject player = PhotonNetwork.Instantiate("PhotonThirdPersonController", respawn[respawnNumber].position, Quaternion.identity); player.GetComponent <CharacterControllerScript>().SetTeamColor(color); player.SetActive(true); targetcam.SetTarget(player.transform); }
public void DistribuiteElements() { GameObject characterGO = Instantiate(characterPrefab, new Vector3(0, 0, 0), this.transform.rotation); look.SetTarget(characterGO.transform); //camlook.enabled = true; //camlook.SetTarget(characterGO.transform); objGO = new GameObject(); objGO.name = "MazeObjects"; grid = new int[10, 10]; // Distribute Points for (int i = 0; i < GameManager.Instance.targetPoints - 1; i++) { int randomPosX = Random.RandomRange(0, gridNumber); int randomPosZ = Random.RandomRange(0, gridNumber); grid[randomPosX, randomPosZ] = 1; GameObject pGO = Instantiate(pointsPrefabs, new Vector3(randomPosX * gridSize + 0.5f, 0, randomPosZ * gridSize + 0.5f) + transform.position, this.transform.rotation); pGO.transform.parent = objGO.transform; } // Distribuite Barriers for (int i = 0; i < barrierNum; i++) { int randomPosX = Random.RandomRange(0, gridNumber); int randomPosZ = Random.RandomRange(0, gridNumber); int randomb = Random.RandomRange(0, barrierPrefabs.Length - 1); grid[randomPosX, randomPosZ] = 2; GameObject pGO = Instantiate(barrierPrefabs[randomb], new Vector3(randomPosX * gridSize * 1.5f, 0, randomPosZ * gridSize * 1.5f) + transform.position, this.transform.rotation); pGO.transform.parent = objGO.transform; } // Distribuite Other Elements for (int i = 0; i < itemsNum; i++) { int randomPosX = Random.RandomRange(0, gridNumber); int randomPosZ = Random.RandomRange(0, gridNumber); int randomb = Random.RandomRange(0, elementsPrefabs.Length - 1); grid[randomPosX, randomPosZ] = 2; GameObject pGO = Instantiate(elementsPrefabs[randomb], new Vector3(randomPosX * gridSize * 1.5f, 0, randomPosZ * gridSize * 1.5f) + transform.position, this.transform.rotation); pGO.transform.parent = objGO.transform; } }
void Awake() { m_lookAt = GetComponentInChildren <LookatTarget>(); m_lookAt.SetTarget(Camera.main.transform); }