/// <summary> /// 動物の生成 /// </summary> void Generate() { for (int i = 0; i < laneArray.Length; ++i) { // 生成時間カウント laneArray[i].elapsedTime += Time.deltaTime; if (laneArray[i].elapsedTime > laneArray[i].nextGenerateTime) { int animalIndex = animalGenerateOrder[animalGeneratCurrentIndex]; GameObject animalObject = Instantiate(animalData[animalIndex].animalPrefab, laneArray[i].generatePos, Quaternion.Euler(new Vector3(0, 90, 0))); animalObject.transform.parent = transform; PlayerAnimationController playerAnimationController = animalObject.GetComponent <PlayerAnimationController>(); playerAnimationController.AnimationSwitch(PlayerAnimationController.AnimationType.Run); Animal animal = new Animal(animalObject, animalIndex); animalList.Add(animal); laneArray[i].elapsedTime = 0.0f; laneArray[i].nextGenerateTime = animalData[animalIndex].nextTime; if (animalGeneratCurrentIndex < animalGenerateOrder.Length - 1) { ++animalGeneratCurrentIndex; } else { AnimalGeneratRandom(); } } } }