物理挙動とアニメーションを切り離す処理を追加
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@ -27,7 +27,7 @@ public class Corn : MonoBehaviour
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private bool isPop;
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private Rigidbody2D rigidbody2D;
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private Transform animePivotTransform;
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private Transform rotationResolverTransform;
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private Transform spriteTransform;
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// Start is called before the first frame update
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@ -35,7 +35,7 @@ public class Corn : MonoBehaviour
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{
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rigidbody2D = GetComponent<Rigidbody2D>();
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spriteTransform = spriteRenderer.transform;
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animePivotTransform = spriteRenderer.transform.parent;
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rotationResolverTransform = spriteRenderer.transform.parent.parent;
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spriteRenderer.sprite = cornSeedSprite;
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cornSpawnTime = Time.time;
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var cornPopBasicTime = 5f;
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@ -49,10 +49,11 @@ public class Corn : MonoBehaviour
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cornVelocity = rigidbody2D.velocity.magnitude;
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cornLifeTime = Time.time - cornSpawnTime;
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// アニメーション向けに回転をリセット
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rotationResolverTransform.rotation = Quaternion.identity;
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// コーンの回転を伝搬
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spriteTransform.localRotation = transform.localRotation;
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animePivotTransform.localRotation = Quaternion.Inverse(transform.localRotation);
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if (cornVelocity <= 0.2f)
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{
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cornStopTime += Time.deltaTime;
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@ -31,7 +31,8 @@ Transform:
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 0.7, y: 0.7, z: 0.7}
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m_Children:
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m_Father: {fileID: 0}
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m_RootOrder: 0
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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@ -190,6 +191,37 @@ SpriteRenderer:
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m_WasSpriteAssigned: 1
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m_MaskInteraction: 0
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m_SpriteSortPoint: 0
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--- !u!1 &4761356856374534614
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GameObject:
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serializedVersion: 6
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m_Component:
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- component: {fileID: 1445637928542328181}
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m_Layer: 0
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m_Name: RotationResolver
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 4761356856374534614}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children:
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- {fileID: 3310446858927984796}
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m_Father: {fileID: 1324329073609281160}
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--- !u!1 &5644451728073720175
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@ -213,11 +245,92 @@ Transform:
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m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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