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「Unity/おすすめアセット/ビル群」の版間の差分

提供: 初心者エンジニアの簡易メモ
移動: 案内検索
(ページの作成:「 ==ビル群== https://ghoul-life.hatenablog.com/entry/2019/02/27/200305 ==範囲調整== BuildingMapCreater.cs <pre> private int MAP_SIZE_W = 500; private int M...」)
 
(ビルをローカル座標に設置)
行16: 行16:
 
- this.transform.position = new Vector3(_targetPosition.x, _targetPosition.y - mapObjectData.scale.y, _targetPosition.z);
 
- this.transform.position = new Vector3(_targetPosition.x, _targetPosition.y - mapObjectData.scale.y, _targetPosition.z);
 
+ this.transform.localPosition = new Vector3(_targetPosition.x, _targetPosition.y - mapObjectData.scale.y, _targetPosition.z);   
 
+ this.transform.localPosition = new Vector3(_targetPosition.x, _targetPosition.y - mapObjectData.scale.y, _targetPosition.z);   
 +
</pre>
 +
 +
===ビルが伸びるアニメーション削除===
 +
Stage.stage
 +
<pre>
 +
- StartCoroutine(_CreateMap());
 +
+ _CreateMap();
 +
 +
- private IEnumerator _CreateMap()
 +
+ private void _CreateMap()
 +
 +
- yield return new WaitForEndOfFrame();
 +
</pre>
 +
 +
Building.csの以下削除
 +
<pre>
 +
    void Update()
 +
    {
 +
        if (_isInitialize)
 +
        {
 +
            if (Vector3.Distance(this.transform.position, _targetPosition) > 0.01f)
 +
            {
 +
                this.transform.position = Vector3.MoveTowards(this.transform.position, _targetPosition, INIT_TIME * Time.deltaTime);
 +
            }
 +
            else
 +
            {
 +
                this.transform.position = _targetPosition;
 +
                _isInitialize = false;
 +
            }
 +
        }
 +
    }
 
</pre>
 
</pre>
  

2022年3月31日 (木) 00:31時点における版

ビル群

https://ghoul-life.hatenablog.com/entry/2019/02/27/200305

範囲調整

BuildingMapCreater.cs

    private int MAP_SIZE_W = 500;
    private int MAP_SIZE_H = 100;

ビルをローカル座標に設置

Building.cs

- this.transform.position = _targetPosition;
+ this.transform.localPosition = _targetPosition;
- this.transform.position = new Vector3(_targetPosition.x, _targetPosition.y - mapObjectData.scale.y, _targetPosition.z);
+ this.transform.localPosition = new Vector3(_targetPosition.x, _targetPosition.y - mapObjectData.scale.y, _targetPosition.z);   

ビルが伸びるアニメーション削除

Stage.stage

- StartCoroutine(_CreateMap());
+ _CreateMap();

- private IEnumerator _CreateMap()
+ private void _CreateMap()

- yield return new WaitForEndOfFrame();

Building.csの以下削除

    void Update()
    {
        if (_isInitialize)
        {
            if (Vector3.Distance(this.transform.position, _targetPosition) > 0.01f)
            {
                this.transform.position = Vector3.MoveTowards(this.transform.position, _targetPosition, INIT_TIME * Time.deltaTime);
            }
            else
            {
                this.transform.position = _targetPosition;
                _isInitialize = false;
            }
        }
    }

=ビルに霧追加

  1. Unityメインメニュー/Window/Rendering/Lighting/Environmentへ
  2. Fogをonへ
  3. Fog/Colorを薄青へ
  4. Fog/ModeをExponentialSquaredからExponentialへ