40代ゲーム制作初心者の手記

40代でゲーム制作に挑む無謀なプロジェクトです。とりあえずUnityでやってみます。

今日のやり取り

I want to create the following behavior in Unity. GameObject 1.Cannon 2. Bullet 3. Enemy 4. Power gauge 1. Rub the Cannon up and down to increase Power. 2. The power gauge visually rises as power rises 3.When the power reaches the specified value, 10 seconds later, the bullet will be fired from the cannon towards the enemy. Four. When a Bullet and an Enemy collide, they explode, destroying the Bullet and the Enemy. As for the positional relationship, Cannon is at the bottom of the screen, Enemy is at the top of the screen, and when Bullet is fired, the camera follows Bullet.
 
 
 

Here is an outline of the steps you can take to implement this behavior in Unity:

  1. Create the game objects: a. Create a Cannon GameObject and add a sprite renderer to display the sprite. b. Create a Bullet GameObject and add a sprite renderer to display the sprite. c. Create an Enemy GameObject and add a sprite renderer to display the sprite. d. Create a Power gauge GameObject and add a UI Slider component to display the gauge.

  2. Rub the Cannon up and down to increase Power: a. Attach a script to the Cannon GameObject to handle the power increase. b. Use the Input class in Unity to detect the up and down movement of the mouse or touch. c. Increase the power value when the mouse or touch moves up and decrease it when it moves down. d. Update the value of the Power gauge to visually reflect the power increase.

  3. Fire the Bullet: a. Attach a script to the Cannon GameObject to handle the firing of the bullet. b. Use a coroutine to wait for 10 seconds after the power reaches the specified value. c. Instantiate the Bullet GameObject and set its position and velocity to move towards the Enemy. d. Follow the Bullet with the camera.

  4. Collision Detection: a. Attach a script to the Bullet GameObject to detect when it collides with the Enemy. b. Use the OnCollisionEnter2D method of the Collider2D component to detect the collision. c. When the collision is detected, destroy both the Bullet and the Enemy GameObjects.

Note: You may need to add colliders to the GameObjects to detect collisions.

This is a high-level outline, and you may need to add additional logic and components to implement this behavior. However, this should give you a starting point for creating the behavior you described in Unity.

 
komugimugi00@yahoo.co.jp
good evening Shall we start today
 
 
 

Good evening! Yes, we can certainly start. Is there anything specific you would like to know or discuss related to Unity or game development? I'm here to help.

 
komugimugi00@yahoo.co.jp
I decided to name the project Sensitive Cannon
 
 
 

Great! Sensitive Cannon is a catchy name for a game. What specific aspect of the project would you like to work on or discuss today? I'm here to assist you in any way I can.

 
komugimugi00@yahoo.co.jp
First is gameplay. Stimulate the cannon to fire a cannonball in 3 steps. Setting up the cannon in the first step Energize with the next step Launch the cannonball with the energy charged in the last step. The launched cannonball hits the enemy and crushes it.
 
 
 

To implement the gameplay you described in Unity, you can follow these steps:

  1. Set up the cannon: a. Create a Cannon GameObject and add a sprite renderer to display the sprite. b. Attach a script to the Cannon GameObject to handle user input and control the cannon. c. Use the Input class in Unity to detect user input and update the cannon's position accordingly.

  2. Energize the cannon: a. Create a UI Slider component to represent the energy gauge. b. Attach a script to the Cannon GameObject to handle the energy charging process. c. Use the Input class in Unity to detect user input and increase the energy value stored in a variable. d. Update the value of the energy gauge to visually reflect the energy increase.

  3. Launch the cannonball: a. Create a Cannonball GameObject and add a sprite renderer to display the sprite. b. Attach a script to the Cannon GameObject to handle the firing of the cannonball. c. Use the energy value stored in the variable to set the velocity of the cannonball. d. Instantiate the Cannonball GameObject and set its position and velocity to launch it towards the enemy.

  4. Crush the enemy: a. Create an Enemy GameObject and add a sprite renderer to display the sprite. b. Attach a script to the Enemy GameObject to handle the collision detection. c. Use the OnCollisionEnter2D method of the Collider2D component to detect the collision between the enemy and the cannonball. d. When the collision is detected, destroy the Enemy GameObject.

Note: You may need to add colliders to the GameObjects to detect collisions.

This is a high-level outline, and you may need to add additional logic and components to implement this behavior. However, this should give you a starting point for creating the Sensitive Cannon game.

 
komugimugi00@yahoo.co.jp
The setup method is to place a ball-shaped game object a little away. If you touch the balls alternately, the energy will gradually fill up. As the energy fills up, the cannon will gradually emerge from between the balls. When the cannon appears 100%, move to the next step
 
 
 

To implement the setup method you described in Unity, you can follow these steps:

  1. Place the balls: a. Create two Ball GameObjects and add sprite renderers to display the sprites. b. Attach a script to each Ball GameObject to handle user input and control the ball. c. Use the Input class in Unity to detect user input and change the color of the ball when it is touched. d. Set the initial position of the balls so that they are slightly apart from each other.

  2. Fill up the energy: a. Create a UI Slider component to represent the energy gauge. b. Attach a script to each Ball GameObject to handle the energy charging process. c. When a ball is touched, increase the energy value stored in a variable. d. Update the value of the energy gauge to visually reflect the energy increase.

  3. Emerge the cannon: a. Create a Cannon GameObject and add a sprite renderer to display the sprite. b. Attach a script to the Cannon GameObject to handle the emergence process. c. Use the energy value stored in the variable to gradually increase the size of the Cannon GameObject. d. When the energy reaches 100%, set the Cannon GameObject to its full size.

Note: You may need to add colliders to the Ball GameObjects to detect user input.

This is a high-level outline, and you may need to add additional logic and components to implement this behavior. However, this should give you a starting point for creating the setup method you described in Unity.

 
komugimugi00@yahoo.co.jp
I put 2 balls. What script should I implement for this ball? Energy is generated periodically around the circumference of the ball, and when the player touches it, the energy is collected and accumulated. When the energy is accumulated, the hidden cannon gradually rises and becomes visible.
 
 
 

To implement the energy generation and accumulation behavior you described in Unity, you can follow these steps:

  1. Create the balls: a. Create two Ball GameObjects and add sprite renderers to display the sprites. b. Attach a script to each Ball GameObject to handle user input and control the ball. c. Use the Input class in Unity to detect user input and change the color of the ball when it is touched. d. Set the initial position of the balls so that they are slightly apart from each other.

  2. Generate and accumulate energy: a. Create a UI Slider component to represent the energy gauge. b. Attach a script to each Ball GameObject to handle the energy generation and accumulation process. c. Use the Update method to periodically generate energy around the circumference of the ball. d. When a ball is touched, collect the generated energy and add it to the energy value stored in a variable. e. Update the value of the energy gauge to visually reflect the energy accumulation.

  3. Emerge the cannon: a. Create a Cannon GameObject and add a sprite renderer to display the sprite. b. Attach a script to the Cannon GameObject to handle the emergence process. c. Use the energy value stored in the variable to gradually increase the size of the Cannon GameObject. d. When the energy reaches a certain threshold, set the Cannon GameObject to be fully visible.

Note: You may need to add colliders to the Ball GameObjects to detect user input.

This is a high-level outline, and you may need to add additional logic and components to implement this behavior. However, this should give you a starting point for creating the energy generation and accumulation behavior you described in Unity.

 
komugimugi00@yahoo.co.jp
I put 2 balls. I also set the sprite render. What is this 2 ball script?
 
 
 

Here is an outline of the script you can use for the two balls in Unity:

csharp
using UnityEngine; public class Ball : MonoBehaviour { public Slider energyGauge; // reference to the energy gauge UI Slider component private float energy = 0f; // variable to store the accumulated energy // Start is called before the first frame update void Start() { // initialize the energy gauge value to 0 energyGauge.value = 0f; } // Update is called once per frame void Update() { // generate energy around the circumference of the ball energy += Time.deltaTime; // limit the energy value to a certain threshold energy = Mathf.Clamp(energy, 0f, 100f); } // method to handle the ball's color change when it is touched private void OnMouseDown() { // change the color of the ball GetComponent<SpriteRenderer>().color = Color.red; // add the generated energy to the accumulated energy energy += 10f; // update the energy gauge value energyGauge.value = energy; } }

This script generates energy around the circumference of the ball every frame and adds the generated energy to the accumulated energy when the ball is touched. The energy gauge value is updated to reflect the energy accumulation.

You can attach this script to each of the two Ball GameObjects in your scene and set the energyGauge reference in the Inspector to the energy gauge UI Slider component.

 
komugimugi00@yahoo.co.jp
The UI slider is too big, how can I adjust it?
 
 
 

To adjust the size of the UI Slider in Unity, you can modify its Rect Transform component. The Rect Transform component defines the size and position of the UI element in the canvas.

Here's how you can adjust the size of the UI Slider:

  1. Select the UI Slider GameObject in the Hierarchy window.
  2. In the Inspector window, scroll down to the Rect Transform component.
  3. Change the Width and Height values to adjust the size of the Slider.

You can also adjust the size of the Slider by using the handles in the Scene view or the Rect Tool in the Toolbar. Simply select the UI Slider GameObject in the Scene view and use the handles or the Rect Tool to resize it.

Note that the size of the Slider may also be affected by the Canvas Scaler component, which determines how the UI elements are scaled in the canvas. You may need to adjust the Canvas Scaler component if the size of the Slider is not being adjusted as expected.

 
komugimugi00@yahoo.co.jp
How can I associate the UI slider with the energy value?
 
 
 

To associate the UI Slider with the energy value, you can use the value property of the Slider component. The value property is a float value that ranges from 0 to 1, representing the fill amount of the Slider. You can use this property to control the fill amount of the Slider based on the energy value.

Here's an example of how you can associate the UI Slider with the energy value in a script:

csharp
using UnityEngine; using UnityEngine.UI; public class EnergySystem : MonoBehaviour { public Slider energyGauge; // reference to the energy gauge UI Slider component private float energy = 0f; // variable to store the energy value // Update is called once per frame void Update() { // increment the energy value every frame energy += Time.deltaTime; // limit the energy value to a certain range energy = Mathf.Clamp(energy, 0f, 100f); // update the fill amount of the energy gauge based on the energy value energyGauge.value = energy / 100f; } }

In this example, the energy variable is used to store the energy value, which is incremented every frame. The Clamp method is used to limit the energy value to a certain range. The value property of the energyGauge Slider component is updated every frame to reflect the energy value. The energy value is divided by 100 to convert it to a value between 0 and 1, which is the range of the value property.

You can attach this script to the same GameObject that has the energy gauge UI Slider component, and set the energyGauge reference in the Inspector to the energy gauge UI Slider component.

 
komugimugi00@yahoo.co.jp
I'm giving up because I can't use the UI slider well. Maybe next time
 
 
 

That's okay! Don't worry about it. Creating UI elements in Unity can be challenging at first, but with practice and more experience, it will become easier. If you have any specific questions or problems, feel free to ask for help. Game development is a complex process, and taking breaks is a natural part of the learning process. You can always come back to it later when you're ready. Good luck!