「Unity/3d/画面奥スクロール」の版間の差分
提供: 初心者エンジニアの簡易メモ
細 (Admin がページ「Unity/3d/無限道路」を「Unity/3d/画面奥スクロール」に、リダイレクトを残さずに移動しました) |
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参考:https://gomafrontier.com/unity/2514 | 参考:https://gomafrontier.com/unity/2514 | ||
| + | |||
| + | 少し改良してる | ||
| + | <pre> | ||
| + | using UnityEngine; | ||
| + | |||
| + | public class ScrollTestManager : MonoBehaviour | ||
| + | { | ||
| + | /// スクロール時の1ブロックとなるプレハブ | ||
| + | [SerializeField] | ||
| + | protected GameObject scrollBlockObject; | ||
| + | |||
| + | /// ブロックの生成開始位置 | ||
| + | [SerializeField] | ||
| + | protected Transform blockPopPoint; | ||
| + | |||
| + | /// ブロックの移動方向 | ||
| + | protected Vector3 blockMoveForward; | ||
| + | |||
| + | /// あらかじめブロックを生成しておく数 | ||
| + | protected int before_block_create_count = 20; | ||
| + | |||
| + | /// 最後の生成したブロックのRendererコンポーネント(処理用) | ||
| + | private Renderer beforeBlockRenderer; | ||
| + | |||
| + | void Start() | ||
| + | { | ||
| + | blockMoveForward = new Vector3(0, 0, -2f); | ||
| + | if (0 < before_block_create_count) | ||
| + | { | ||
| + | Bounds blockRendererBounds = scrollBlockObject.GetComponent<Renderer>().bounds; | ||
| + | blockRendererBounds.center = blockPopPoint.position; | ||
| + | |||
| + | for (int i = 0; i < before_block_create_count; i++) | ||
| + | { | ||
| + | Vector3 createPosition = blockPopPoint.position + new Vector3( | ||
| + | GetBinarizationFloat(blockMoveForward.x) * (blockRendererBounds.size.x * i), | ||
| + | GetBinarizationFloat(blockMoveForward.y) * (blockRendererBounds.size.y * i), | ||
| + | GetBinarizationFloat(blockMoveForward.z) * (blockRendererBounds.size.z * i) | ||
| + | ); | ||
| + | CreateBlock(createPosition); | ||
| + | } | ||
| + | } | ||
| + | } | ||
| + | |||
| + | private void FixedUpdate() | ||
| + | { | ||
| + | if (beforeBlockRenderer != null) | ||
| + | { | ||
| + | Bounds beforeBounds = beforeBlockRenderer.bounds; | ||
| + | beforeBounds.size = beforeBlockRenderer.bounds.size * 2; | ||
| + | beforeBounds.center += blockMoveForward; | ||
| + | if (!beforeBounds.Contains(blockPopPoint.position)) | ||
| + | { | ||
| + | CreateBlock(blockPopPoint.position); | ||
| + | } | ||
| + | } | ||
| + | |||
| + | } | ||
| + | |||
| + | private void CreateBlock(Vector3 createPosition) | ||
| + | { | ||
| + | GameObject blockObject = Instantiate(scrollBlockObject, createPosition, scrollBlockObject.transform.rotation); | ||
| + | |||
| + | blockObject.AddComponent<ObjectTransformar>().blockMoveForwardtranslate = blockMoveForward; | ||
| + | blockObject.GetComponent<ObjectTransformar>().delTime = 5f; | ||
| + | |||
| + | beforeBlockRenderer = blockObject.GetComponent<Renderer>(); | ||
| + | } | ||
| + | |||
| + | private float GetBinarizationFloat(float value) | ||
| + | { | ||
| + | if (0 < value) | ||
| + | { | ||
| + | return 1; | ||
| + | } | ||
| + | else if (value < 0) | ||
| + | { | ||
| + | return -1; | ||
| + | } | ||
| + | else | ||
| + | { | ||
| + | return 0; | ||
| + | } | ||
| + | } | ||
| + | } | ||
| + | </pre> | ||
2020年8月20日 (木) 01:31時点における版
サンプル
画面奥スクロールするように道が手前に流れる
参考:https://gomafrontier.com/unity/2514
少し改良してる
using UnityEngine;
public class ScrollTestManager : MonoBehaviour
{
/// スクロール時の1ブロックとなるプレハブ
[SerializeField]
protected GameObject scrollBlockObject;
/// ブロックの生成開始位置
[SerializeField]
protected Transform blockPopPoint;
/// ブロックの移動方向
protected Vector3 blockMoveForward;
/// あらかじめブロックを生成しておく数
protected int before_block_create_count = 20;
/// 最後の生成したブロックのRendererコンポーネント(処理用)
private Renderer beforeBlockRenderer;
void Start()
{
blockMoveForward = new Vector3(0, 0, -2f);
if (0 < before_block_create_count)
{
Bounds blockRendererBounds = scrollBlockObject.GetComponent<Renderer>().bounds;
blockRendererBounds.center = blockPopPoint.position;
for (int i = 0; i < before_block_create_count; i++)
{
Vector3 createPosition = blockPopPoint.position + new Vector3(
GetBinarizationFloat(blockMoveForward.x) * (blockRendererBounds.size.x * i),
GetBinarizationFloat(blockMoveForward.y) * (blockRendererBounds.size.y * i),
GetBinarizationFloat(blockMoveForward.z) * (blockRendererBounds.size.z * i)
);
CreateBlock(createPosition);
}
}
}
private void FixedUpdate()
{
if (beforeBlockRenderer != null)
{
Bounds beforeBounds = beforeBlockRenderer.bounds;
beforeBounds.size = beforeBlockRenderer.bounds.size * 2;
beforeBounds.center += blockMoveForward;
if (!beforeBounds.Contains(blockPopPoint.position))
{
CreateBlock(blockPopPoint.position);
}
}
}
private void CreateBlock(Vector3 createPosition)
{
GameObject blockObject = Instantiate(scrollBlockObject, createPosition, scrollBlockObject.transform.rotation);
blockObject.AddComponent<ObjectTransformar>().blockMoveForwardtranslate = blockMoveForward;
blockObject.GetComponent<ObjectTransformar>().delTime = 5f;
beforeBlockRenderer = blockObject.GetComponent<Renderer>();
}
private float GetBinarizationFloat(float value)
{
if (0 < value)
{
return 1;
}
else if (value < 0)
{
return -1;
}
else
{
return 0;
}
}
}
