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EnemyTrigger.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
using System.Threading;
using TMPro;
using UnityEngine.UI;
public class EnemyTrigger : MonoBehaviour
{
[SerializeField] public GameObject gameOver;
[SerializeField] private GameObject enemy;
[SerializeField] private Animator m_animator;//弾が当たった時のアニメーション
[SerializeField] private Text stopTime;//銃が当たった時にn秒停止を表示する
public GameManager gamemanager;//audiomixerから音を調整する
public GameObject enemyfix;
private void OnTriggerEnter(Collider col)
{
if (col.gameObject.tag == "Player")//gameover
{
gameOver.SetActive(true);
Time.timeScale = 0;
Debug.Log("EnemyのTriggerが反応した");
}
if (col.gameObject.tag == "BulletGun")
{
StartCoroutine("getHit");
Debug.Log("銃が当たった");
}
}
public IEnumerator getHit()//銃が打たれた時の処理
{
enemy.GetComponent<NavMeshAgent>().isStopped = true;
gamemanager.ShotAudio();//心臓を音を大きくする
GetComponent<CapsuleCollider>().enabled = false;
m_animator.SetTrigger("Death");
//倒れる時、徐々に下にして自然に倒れるようにする
enemyfix.gameObject.transform.Translate(0, -0.1f, 0);
yield return new WaitForSeconds(0.1f);
enemyfix.gameObject.transform.Translate(0, -0.1f, 0);
yield return new WaitForSeconds(0.1f);
enemyfix.gameObject.transform.Translate(0, -0.1f, 0);
yield return new WaitForSeconds(0.1f);
enemyfix.gameObject.transform.Translate(0, -0.1f, 0);
yield return new WaitForSeconds(0.1f);
enemyfix.gameObject.transform.Translate(0, -0.1f, 0);
yield return new WaitForSeconds(0.1f);
enemyfix.gameObject.transform.Translate(0, -0.1f, 0);
yield return new WaitForSeconds(0.1f);
enemyfix.gameObject.transform.Translate(0, -0.1f, 0);
yield return new WaitForSeconds(0.1f);
enemyfix.gameObject.transform.Translate(0, -0.1f, 0);
yield return new WaitForSeconds(0.1f);
enemyfix.gameObject.transform.Translate(0, -0.1f, 0);
yield return new WaitForSeconds(0.1f);
enemyfix.gameObject.transform.Translate(0, -0.1f, 0);
yield return new WaitForSeconds(0.1f);
enemyfix.gameObject.transform.Translate(0, -0.1f, 0);
yield return new WaitForSeconds(0.1f);
enemyfix.gameObject.transform.Translate(0, -0.1f, 0);
yield return new WaitForSeconds(0.1f);
enemyfix.gameObject.transform.Translate(0, -0.1f, 0);
Debug.Log("15秒静止する");
stopTime.text = "";
yield return new WaitForSeconds(3.8f);
stopTime.text = "";
yield return new WaitForSeconds(13.6f);
enemyfix.gameObject.transform.Translate(0, 0.1f, 0);
yield return new WaitForSeconds(0.1f);
enemyfix.gameObject.transform.Translate(0, 0.1f, 0);
yield return new WaitForSeconds(0.1f);
enemyfix.gameObject.transform.Translate(0, 0.1f, 0);
yield return new WaitForSeconds(0.1f);
enemyfix.gameObject.transform.Translate(0, 0.1f, 0);
yield return new WaitForSeconds(0.1f);
enemyfix.gameObject.transform.Translate(0, 0.1f, 0);
yield return new WaitForSeconds(0.1f);
enemyfix.gameObject.transform.Translate(0, 0.1f, 0);
yield return new WaitForSeconds(0.1f);
enemyfix.gameObject.transform.Translate(0, 0.1f, 0);
yield return new WaitForSeconds(0.1f);
enemyfix.gameObject.transform.Translate(0, 0.1f, 0);
yield return new WaitForSeconds(0.1f);
enemyfix.gameObject.transform.Translate(0, 0.1f, 0);
yield return new WaitForSeconds(0.1f);
enemyfix.gameObject.transform.Translate(0, 0.1f, 0);
yield return new WaitForSeconds(0.1f);
enemyfix.gameObject.transform.Translate(0, 0.1f, 0);
yield return new WaitForSeconds(0.1f);
enemyfix.gameObject.transform.Translate(0, 0.1f, 0);
yield return new WaitForSeconds(0.1f);
enemyfix.gameObject.transform.Translate(0, 0.1f, 0);
GetComponent<CapsuleCollider>().enabled = true;
gamemanager.NormalAudio();//元に戻す
Debug.Log("15秒静止完了");
m_animator.ResetTrigger("Death");
enemy.GetComponent<NavMeshAgent>().isStopped = false;
}
}