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	<title>倒す | 怪獣の2Dアクションゲーム制作開発記</title>
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	<description>Unityでゲームを作る方法を初心者目線で発信👾</description>
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	<title>倒す | 怪獣の2Dアクションゲーム制作開発記</title>
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		<title>【Unity入門⑩】敵を踏んだら倒す処理を作ろう！</title>
		<link>https://naiterukaiju.com/%e3%80%90unity%e5%85%a5%e9%96%80%e2%91%aa%e3%80%91%e6%95%b5%e3%82%92%e8%b8%8f%e3%82%93%e3%81%a0%e3%82%89%e5%80%92%e3%81%99%e5%87%a6%e7%90%86%e3%82%92%e4%bd%9c%e3%82%8d%e3%81%86%ef%bc%81/</link>
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		<dc:creator><![CDATA[怪獣]]></dc:creator>
		<pubDate>Sat, 08 Nov 2025 07:29:28 +0000</pubDate>
				<category><![CDATA[Unity2D入門（シリーズ）]]></category>
		<category><![CDATA[2Dゲーム]]></category>
		<category><![CDATA[Unity]]></category>
		<category><![CDATA[Unity初心者]]></category>
		<category><![CDATA[アクションゲーム]]></category>
		<category><![CDATA[ゲーム制作]]></category>
		<category><![CDATA[倒し方]]></category>
		<category><![CDATA[倒す]]></category>
		<category><![CDATA[敵]]></category>
		<guid isPermaLink="false">https://naiterukaiju.com/?p=371</guid>

					<description><![CDATA[前回は「HPが0になったらゲームオーバーの演出させる」処理を実装しました。 今回は2Dアクションゲームらしく、上から踏んだら敵を倒す処理を追加します！💥 目次 この記事でやること処理の流れPlayer.cs に踏みつけ処 [&#8230;]]]></description>
										<content:encoded><![CDATA[
<div class="wp-block-cocoon-blocks-balloon-ex-box-1 speech-wrap sb-id-10 sbs-stn sbp-l sbis-cb cf block-box not-nested-style cocoon-block-balloon"><div class="speech-person"><figure class="speech-icon"><img decoding="async" src="https://naiterukaiju.com/wp-content/uploads/2026/04/9327DB85-EFD6-4A95-A63A-1FA1F0A35E85.jpg" alt="" class="speech-icon-image"/></figure><div class="speech-name"></div></div><div class="speech-balloon">
<p>こんにちは！夜の街2Dアクションゲームを制作中の怪獣です🦖</p>
</div></div>



<p>前回は「HPが0になったらゲームオーバーの演出させる」処理を実装しました。</p>



<div class="wp-block-cocoon-blocks-blogcard blogcard-type bct-prev">

<a href="https://naiterukaiju.com/%e3%80%90unity%e5%85%a5%e9%96%80%e2%91%a8%e3%80%91hp%e3%81%8c0%e3%81%ab%e3%81%aa%e3%81%a3%e3%81%9f%e3%82%89%e3%82%b2%e3%83%bc%e3%83%a0%e3%82%aa%e3%83%bc%e3%83%90%e3%83%bc%e3%81%ae%e6%bc%94%e5%87%ba/" title="【Unity入門⑨】HPが0になったらゲームオーバーの演出をさせよう" class="blogcard-wrap internal-blogcard-wrap a-wrap cf"><div class="blogcard internal-blogcard ib-left cf"><div class="blogcard-label internal-blogcard-label"><span class="fa"></span></div><figure class="blogcard-thumbnail internal-blogcard-thumbnail"><img decoding="async" width="160" height="90" src="https://naiterukaiju.com/wp-content/uploads/2025/11/Unityで2Dアクションゲームを作ろう！-1-160x90.png" class="blogcard-thumb-image internal-blogcard-thumb-image wp-post-image" alt="" srcset="https://naiterukaiju.com/wp-content/uploads/2025/11/Unityで2Dアクションゲームを作ろう！-1-160x90.png 160w, https://naiterukaiju.com/wp-content/uploads/2025/11/Unityで2Dアクションゲームを作ろう！-1-120x68.png 120w, https://naiterukaiju.com/wp-content/uploads/2025/11/Unityで2Dアクションゲームを作ろう！-1-320x180.png 320w" sizes="(max-width: 160px) 100vw, 160px" /></figure><div class="blogcard-content internal-blogcard-content"><div class="blogcard-title internal-blogcard-title">【Unity入門⑨】HPが0になったらゲームオーバーの演出をさせよう</div><div class="blogcard-snippet internal-blogcard-snippet">前回の記事で、敵に触れたらダメージを食らうHPバーを作りました。今回はプレイヤーのHPが0になったらゲームオーバになるUIを作ってみましょう！この記事では、・プレイヤーのHPが0になったら画面に「GAME OVER」、「リトライ」ボタンを表...</div></div><div class="blogcard-footer internal-blogcard-footer cf"><div class="blogcard-site internal-blogcard-site"><div class="blogcard-favicon internal-blogcard-favicon"><img decoding="async" src="https://www.google.com/s2/favicons?domain=https://naiterukaiju.com" alt="" class="blogcard-favicon-image internal-blogcard-favicon-image" width="16" height="16" /></div><div class="blogcard-domain internal-blogcard-domain">naiterukaiju.com</div></div><div class="blogcard-date internal-blogcard-date"><div class="blogcard-post-date internal-blogcard-post-date">2025.10.18</div></div></div></div></a>
</div>



<p><br>今回は2Dアクションゲームらしく、<strong>上から踏んだら敵を倒す処理</strong>を追加します！💥</p>



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<hr class="wp-block-separator has-alpha-channel-opacity"/>




  <div id="toc" class="toc tnt-number toc-center tnt-number border-element"><input type="checkbox" class="toc-checkbox" id="toc-checkbox-2" checked><label class="toc-title" for="toc-checkbox-2">目次</label>
    <div class="toc-content">
    <ol class="toc-list open"><li><a href="#toc1" tabindex="0">この記事でやること</a></li><li><a href="#toc2" tabindex="0">処理の流れ</a></li><li><a href="#toc3" tabindex="0">Player.cs に踏みつけ処理を追加する</a></li><li><a href="#toc4" tabindex="0">処理の解説</a><ol><li><a href="#toc5" tabindex="0">OnCollisionEnter2D</a></li><li><a href="#toc6" tabindex="0">プレイヤーと敵の高さを取得</a></li><li><a href="#toc7" tabindex="0">上から踏んだかどうかを判定</a></li><li><a href="#toc8" tabindex="0">踏んだ場合の処理</a></li><li><a href="#toc9" tabindex="0">横や下から当たった場合</a></li></ol></li><li><a href="#toc10" tabindex="0">敵オブジェクトの設定</a></li><li><a href="#toc11" tabindex="0">動作確認</a></li><li><a href="#toc12" tabindex="0">よくあるつまずきポイント💡</a></li><li><a href="#toc13" tabindex="0">まとめ✅</a></li></ol>
    </div>
  </div>

<h2 class="wp-block-heading"><span id="toc1">この記事でやること</span></h2>



<ul class="wp-block-list">
<li>プレイヤーが上から敵を踏むと倒す</li>



<li>横や下からぶつかるとダメージを受ける</li>



<li>反動で小さくジャンプする</li>
</ul>



<hr class="wp-block-separator has-alpha-channel-opacity"/>



<h2 class="wp-block-heading"><span id="toc2">処理の流れ</span></h2>



<ol class="wp-block-list">
<li><strong>敵との当たり判定</strong>を取得する</li>



<li><strong>プレイヤーと敵の高さ</strong>を比べる</li>



<li>プレイヤーが上にいたら「踏んだ」と判定して敵を消す</li>



<li>横や下から当たった場合はダメージを受ける</li>
</ol>



<hr class="wp-block-separator has-alpha-channel-opacity"/>



<h2 class="wp-block-heading"><span id="toc3">Player.cs に踏みつけ処理を追加する</span></h2>



<p>以下のコードを Player.cs に追加します。（コピペOK！）</p>



<div class="wp-block-kevinbatdorf-code-block-pro" data-code-block-pro-font-family="Code-Pro-JetBrains-Mono" style="font-size:.875rem;font-family:Code-Pro-JetBrains-Mono,ui-monospace,SFMono-Regular,Menlo,Monaco,Consolas,monospace;line-height:1.25rem;--cbp-tab-width:2;tab-size:var(--cbp-tab-width, 2)"><span style="display:block;padding:16px 0 0 16px;margin-bottom:-1px;width:100%;text-align:left;background-color:#1E1E1E"><svg xmlns="http://www.w3.org/2000/svg" width="54" height="14" viewBox="0 0 54 14"><g fill="none" fill-rule="evenodd" transform="translate(1 1)"><circle cx="6" cy="6" r="6" fill="#FF5F56" stroke="#E0443E" stroke-width=".5"></circle><circle cx="26" cy="6" r="6" fill="#FFBD2E" stroke="#DEA123" stroke-width=".5"></circle><circle cx="46" cy="6" r="6" fill="#27C93F" stroke="#1AAB29" stroke-width=".5"></circle></g></svg></span><span role="button" tabindex="0" style="color:#D4D4D4;display:none" aria-label="Copy" class="code-block-pro-copy-button"><pre class="code-block-pro-copy-button-pre" aria-hidden="true"><textarea class="code-block-pro-copy-button-textarea" tabindex="-1" aria-hidden="true" readonly>
    private void OnCollisionEnter2D(Collision2D collision)
    {
        if (collision.gameObject.CompareTag("Enemy"))
        {
            _HitEnemy(collision.gameObject);
        }
    }
    // 敵に触れたときの処理
    private void _HitEnemy(GameObject enemy)
    {
        // プレイヤーと敵の高さを取得
        float halfScaleY = transform.localScale.y / 2.0f;
        float enemyHalfScaleY = enemy.transform.lossyScale.y / 2.0f;

        // プレイヤーの「足元の高さ」
        float playerBottom = transform.position.y - (halfScaleY - 0.1f);
        // 敵の「頭の高さ」
        float enemyTop = enemy.transform.position.y + (enemyHalfScaleY - 0.1f);

        // ① プレイヤーが敵の上からぶつかった場合（踏んだとき）
        if (playerBottom >= enemyTop)
        {
            // 敵を削除
            Destroy(enemy);

            // 上方向にジャンプして反動表現
            _rigid.velocity = new Vector2(_rigid.velocity.x, 0f); // 一度落下速度をリセット
            _rigid.AddForce(Vector2.up * _jumpSpeed * 0.7f, ForceMode2D.Impulse);

            // （オプション）ジャンプ音などの効果音を鳴らす
            // Instantiate(_jumpSE);

            Debug.Log("敵を踏んで倒した！");
        }
        // ② 横や下からぶつかった場合（ダメージを受ける）
        else
        {
            Debug.Log("敵にぶつかってダメージ！");

            _TakeDamage(1); // HPを減らす
        }
    }g.Log("敵を踏んで倒した！");
    }
    // ② 横や下からぶつかった場合（ダメージを受ける）
    else
    {
        Debug.Log("敵にぶつかってダメージ！");
        _TakeDamage(1); // HPを減らす処理
    }
}
</textarea></pre><svg xmlns="http://www.w3.org/2000/svg" style="width:24px;height:24px" fill="none" viewBox="0 0 24 24" stroke="currentColor" stroke-width="2"><path class="with-check" stroke-linecap="round" stroke-linejoin="round" d="M9 5H7a2 2 0 00-2 2v12a2 2 0 002 2h10a2 2 0 002-2V7a2 2 0 00-2-2h-2M9 5a2 2 0 002 2h2a2 2 0 002-2M9 5a2 2 0 012-2h2a2 2 0 012 2m-6 9l2 2 4-4"></path><path class="without-check" stroke-linecap="round" stroke-linejoin="round" d="M9 5H7a2 2 0 00-2 2v12a2 2 0 002 2h10a2 2 0 002-2V7a2 2 0 00-2-2h-2M9 5a2 2 0 002 2h2a2 2 0 002-2M9 5a2 2 0 012-2h2a2 2 0 012 2"></path></svg></span><pre class="shiki dark-plus" style="background-color: #1E1E1E" tabindex="0"><code><span class="line"></span>
<span class="line"><span style="color: #D4D4D4">    </span><span style="color: #9CDCFE">private</span><span style="color: #D4D4D4"> </span><span style="color: #569CD6">void</span><span style="color: #D4D4D4"> </span><span style="color: #DCDCAA">OnCollisionEnter2D</span><span style="color: #D4D4D4">(</span><span style="color: #9CDCFE">Collision2D</span><span style="color: #D4D4D4"> </span><span style="color: #9CDCFE">collision</span><span style="color: #D4D4D4">)</span></span>
<span class="line"><span style="color: #D4D4D4">    {</span></span>
<span class="line"><span style="color: #D4D4D4">        </span><span style="color: #C586C0">if</span><span style="color: #D4D4D4"> (</span><span style="color: #9CDCFE">collision</span><span style="color: #D4D4D4">.</span><span style="color: #9CDCFE">gameObject</span><span style="color: #D4D4D4">.</span><span style="color: #DCDCAA">CompareTag</span><span style="color: #D4D4D4">(</span><span style="color: #CE9178">&quot;Enemy&quot;</span><span style="color: #D4D4D4">))</span></span>
<span class="line"><span style="color: #D4D4D4">        {</span></span>
<span class="line"><span style="color: #D4D4D4">            </span><span style="color: #DCDCAA">_HitEnemy</span><span style="color: #D4D4D4">(</span><span style="color: #9CDCFE">collision</span><span style="color: #D4D4D4">.</span><span style="color: #9CDCFE">gameObject</span><span style="color: #D4D4D4">);</span></span>
<span class="line"><span style="color: #D4D4D4">        }</span></span>
<span class="line"><span style="color: #D4D4D4">    }</span></span>
<span class="line"><span style="color: #D4D4D4">    </span><span style="color: #6A9955">// 敵に触れたときの処理</span></span>
<span class="line"><span style="color: #D4D4D4">    </span><span style="color: #9CDCFE">private</span><span style="color: #D4D4D4"> </span><span style="color: #569CD6">void</span><span style="color: #D4D4D4"> </span><span style="color: #DCDCAA">_HitEnemy</span><span style="color: #D4D4D4">(</span><span style="color: #9CDCFE">GameObject</span><span style="color: #D4D4D4"> </span><span style="color: #9CDCFE">enemy</span><span style="color: #D4D4D4">)</span></span>
<span class="line"><span style="color: #D4D4D4">    {</span></span>
<span class="line"><span style="color: #D4D4D4">        </span><span style="color: #6A9955">// プレイヤーと敵の高さを取得</span></span>
<span class="line"><span style="color: #D4D4D4">        </span><span style="color: #9CDCFE">float</span><span style="color: #D4D4D4"> </span><span style="color: #9CDCFE">halfScaleY</span><span style="color: #D4D4D4"> = </span><span style="color: #9CDCFE">transform</span><span style="color: #D4D4D4">.</span><span style="color: #9CDCFE">localScale</span><span style="color: #D4D4D4">.</span><span style="color: #9CDCFE">y</span><span style="color: #D4D4D4"> / 2.0</span><span style="color: #9CDCFE">f</span><span style="color: #D4D4D4">;</span></span>
<span class="line"><span style="color: #D4D4D4">        </span><span style="color: #9CDCFE">float</span><span style="color: #D4D4D4"> </span><span style="color: #9CDCFE">enemyHalfScaleY</span><span style="color: #D4D4D4"> = </span><span style="color: #9CDCFE">enemy</span><span style="color: #D4D4D4">.</span><span style="color: #9CDCFE">transform</span><span style="color: #D4D4D4">.</span><span style="color: #9CDCFE">lossyScale</span><span style="color: #D4D4D4">.</span><span style="color: #9CDCFE">y</span><span style="color: #D4D4D4"> / 2.0</span><span style="color: #9CDCFE">f</span><span style="color: #D4D4D4">;</span></span>
<span class="line"></span>
<span class="line"><span style="color: #D4D4D4">        </span><span style="color: #6A9955">// プレイヤーの「足元の高さ」</span></span>
<span class="line"><span style="color: #D4D4D4">        </span><span style="color: #9CDCFE">float</span><span style="color: #D4D4D4"> </span><span style="color: #9CDCFE">playerBottom</span><span style="color: #D4D4D4"> = </span><span style="color: #9CDCFE">transform</span><span style="color: #D4D4D4">.</span><span style="color: #9CDCFE">position</span><span style="color: #D4D4D4">.</span><span style="color: #9CDCFE">y</span><span style="color: #D4D4D4"> - (</span><span style="color: #9CDCFE">halfScaleY</span><span style="color: #D4D4D4"> - 0.1</span><span style="color: #9CDCFE">f</span><span style="color: #D4D4D4">);</span></span>
<span class="line"><span style="color: #D4D4D4">        </span><span style="color: #6A9955">// 敵の「頭の高さ」</span></span>
<span class="line"><span style="color: #D4D4D4">        </span><span style="color: #9CDCFE">float</span><span style="color: #D4D4D4"> </span><span style="color: #9CDCFE">enemyTop</span><span style="color: #D4D4D4"> = </span><span style="color: #9CDCFE">enemy</span><span style="color: #D4D4D4">.</span><span style="color: #9CDCFE">transform</span><span style="color: #D4D4D4">.</span><span style="color: #9CDCFE">position</span><span style="color: #D4D4D4">.</span><span style="color: #9CDCFE">y</span><span style="color: #D4D4D4"> + (</span><span style="color: #9CDCFE">enemyHalfScaleY</span><span style="color: #D4D4D4"> - 0.1</span><span style="color: #9CDCFE">f</span><span style="color: #D4D4D4">);</span></span>
<span class="line"></span>
<span class="line"><span style="color: #D4D4D4">        </span><span style="color: #6A9955">// ① プレイヤーが敵の上からぶつかった場合（踏んだとき）</span></span>
<span class="line"><span style="color: #D4D4D4">        </span><span style="color: #C586C0">if</span><span style="color: #D4D4D4"> (</span><span style="color: #9CDCFE">playerBottom</span><span style="color: #D4D4D4"> &gt;= </span><span style="color: #9CDCFE">enemyTop</span><span style="color: #D4D4D4">)</span></span>
<span class="line"><span style="color: #D4D4D4">        {</span></span>
<span class="line"><span style="color: #D4D4D4">            </span><span style="color: #6A9955">// 敵を削除</span></span>
<span class="line"><span style="color: #D4D4D4">            </span><span style="color: #DCDCAA">Destroy</span><span style="color: #D4D4D4">(</span><span style="color: #9CDCFE">enemy</span><span style="color: #D4D4D4">);</span></span>
<span class="line"></span>
<span class="line"><span style="color: #D4D4D4">            </span><span style="color: #6A9955">// 上方向にジャンプして反動表現</span></span>
<span class="line"><span style="color: #D4D4D4">            </span><span style="color: #9CDCFE">_rigid</span><span style="color: #D4D4D4">.</span><span style="color: #9CDCFE">velocity</span><span style="color: #D4D4D4"> = </span><span style="color: #569CD6">new</span><span style="color: #D4D4D4"> </span><span style="color: #DCDCAA">Vector2</span><span style="color: #D4D4D4">(</span><span style="color: #9CDCFE">_rigid</span><span style="color: #D4D4D4">.</span><span style="color: #9CDCFE">velocity</span><span style="color: #D4D4D4">.</span><span style="color: #9CDCFE">x</span><span style="color: #D4D4D4">, 0</span><span style="color: #9CDCFE">f</span><span style="color: #D4D4D4">); </span><span style="color: #6A9955">// 一度落下速度をリセット</span></span>
<span class="line"><span style="color: #D4D4D4">            </span><span style="color: #9CDCFE">_rigid</span><span style="color: #D4D4D4">.</span><span style="color: #DCDCAA">AddForce</span><span style="color: #D4D4D4">(</span><span style="color: #9CDCFE">Vector2</span><span style="color: #D4D4D4">.</span><span style="color: #9CDCFE">up</span><span style="color: #D4D4D4"> * </span><span style="color: #9CDCFE">_jumpSpeed</span><span style="color: #D4D4D4"> * 0.7</span><span style="color: #9CDCFE">f</span><span style="color: #D4D4D4">, </span><span style="color: #9CDCFE">ForceMode2D</span><span style="color: #D4D4D4">.</span><span style="color: #9CDCFE">Impulse</span><span style="color: #D4D4D4">);</span></span>
<span class="line"></span>
<span class="line"><span style="color: #D4D4D4">            </span><span style="color: #6A9955">// （オプション）ジャンプ音などの効果音を鳴らす</span></span>
<span class="line"><span style="color: #D4D4D4">            </span><span style="color: #6A9955">// Instantiate(_jumpSE);</span></span>
<span class="line"></span>
<span class="line"><span style="color: #D4D4D4">            </span><span style="color: #9CDCFE">Debug</span><span style="color: #D4D4D4">.</span><span style="color: #DCDCAA">Log</span><span style="color: #D4D4D4">(</span><span style="color: #CE9178">&quot;敵を踏んで倒した！&quot;</span><span style="color: #D4D4D4">);</span></span>
<span class="line"><span style="color: #D4D4D4">        }</span></span>
<span class="line"><span style="color: #D4D4D4">        </span><span style="color: #6A9955">// ② 横や下からぶつかった場合（ダメージを受ける）</span></span>
<span class="line"><span style="color: #D4D4D4">        </span><span style="color: #C586C0">else</span></span>
<span class="line"><span style="color: #D4D4D4">        {</span></span>
<span class="line"><span style="color: #D4D4D4">            </span><span style="color: #9CDCFE">Debug</span><span style="color: #D4D4D4">.</span><span style="color: #DCDCAA">Log</span><span style="color: #D4D4D4">(</span><span style="color: #CE9178">&quot;敵にぶつかってダメージ！&quot;</span><span style="color: #D4D4D4">);</span></span>
<span class="line"></span>
<span class="line"><span style="color: #D4D4D4">            </span><span style="color: #DCDCAA">_TakeDamage</span><span style="color: #D4D4D4">(</span><span style="color: #B5CEA8">1</span><span style="color: #D4D4D4">); </span><span style="color: #6A9955">// HPを減らす</span></span>
<span class="line"><span style="color: #D4D4D4">        }</span></span>
<span class="line"><span style="color: #D4D4D4">    }</span><span style="color: #9CDCFE">g</span><span style="color: #D4D4D4">.</span><span style="color: #DCDCAA">Log</span><span style="color: #D4D4D4">(</span><span style="color: #CE9178">&quot;敵を踏んで倒した！&quot;</span><span style="color: #D4D4D4">);</span></span>
<span class="line"><span style="color: #D4D4D4">    }</span></span>
<span class="line"><span style="color: #D4D4D4">    </span><span style="color: #6A9955">// ② 横や下からぶつかった場合（ダメージを受ける）</span></span>
<span class="line"><span style="color: #D4D4D4">    </span><span style="color: #C586C0">else</span></span>
<span class="line"><span style="color: #D4D4D4">    {</span></span>
<span class="line"><span style="color: #D4D4D4">        </span><span style="color: #9CDCFE">Debug</span><span style="color: #D4D4D4">.</span><span style="color: #DCDCAA">Log</span><span style="color: #D4D4D4">(</span><span style="color: #CE9178">&quot;敵にぶつかってダメージ！&quot;</span><span style="color: #D4D4D4">);</span></span>
<span class="line"><span style="color: #D4D4D4">        </span><span style="color: #DCDCAA">_TakeDamage</span><span style="color: #D4D4D4">(</span><span style="color: #B5CEA8">1</span><span style="color: #D4D4D4">); </span><span style="color: #6A9955">// HPを減らす処理</span></span>
<span class="line"><span style="color: #D4D4D4">    }</span></span>
<span class="line"><span style="color: #D4D4D4">}</span></span>
<span class="line"></span></code></pre></div>



<hr class="wp-block-separator has-alpha-channel-opacity"/>



<h2 class="wp-block-heading"><span id="toc4">処理の解説</span></h2>



<h3 class="wp-block-heading"><span id="toc5">OnCollisionEnter2D</span></h3>



<p>敵にぶつかった瞬間に呼ばれるUnityのイベント関数です。<br><code>CompareTag("Enemy")</code> で、ぶつかった相手が「敵」かどうかを判定します。</p>



<hr class="wp-block-separator has-alpha-channel-opacity"/>



<h3 class="wp-block-heading"><span id="toc6">プレイヤーと敵の高さを取得</span></h3>



<div class="wp-block-kevinbatdorf-code-block-pro" data-code-block-pro-font-family="Code-Pro-JetBrains-Mono" style="font-size:.875rem;font-family:Code-Pro-JetBrains-Mono,ui-monospace,SFMono-Regular,Menlo,Monaco,Consolas,monospace;line-height:1.25rem;--cbp-tab-width:2;tab-size:var(--cbp-tab-width, 2)"><span style="display:block;padding:16px 0 0 16px;margin-bottom:-1px;width:100%;text-align:left;background-color:#1E1E1E"><svg xmlns="http://www.w3.org/2000/svg" width="54" height="14" viewBox="0 0 54 14"><g fill="none" fill-rule="evenodd" transform="translate(1 1)"><circle cx="6" cy="6" r="6" fill="#FF5F56" stroke="#E0443E" stroke-width=".5"></circle><circle cx="26" cy="6" r="6" fill="#FFBD2E" stroke="#DEA123" stroke-width=".5"></circle><circle cx="46" cy="6" r="6" fill="#27C93F" stroke="#1AAB29" stroke-width=".5"></circle></g></svg></span><span role="button" tabindex="0" style="color:#D4D4D4;display:none" aria-label="Copy" class="code-block-pro-copy-button"><pre class="code-block-pro-copy-button-pre" aria-hidden="true"><textarea class="code-block-pro-copy-button-textarea" tabindex="-1" aria-hidden="true" readonly>float halfScaleY = transform.localScale.y / 2.0f;
float enemyHalfScaleY = enemy.transform.lossyScale.y / 2.0f;</textarea></pre><svg xmlns="http://www.w3.org/2000/svg" style="width:24px;height:24px" fill="none" viewBox="0 0 24 24" stroke="currentColor" stroke-width="2"><path class="with-check" stroke-linecap="round" stroke-linejoin="round" d="M9 5H7a2 2 0 00-2 2v12a2 2 0 002 2h10a2 2 0 002-2V7a2 2 0 00-2-2h-2M9 5a2 2 0 002 2h2a2 2 0 002-2M9 5a2 2 0 012-2h2a2 2 0 012 2m-6 9l2 2 4-4"></path><path class="without-check" stroke-linecap="round" stroke-linejoin="round" d="M9 5H7a2 2 0 00-2 2v12a2 2 0 002 2h10a2 2 0 002-2V7a2 2 0 00-2-2h-2M9 5a2 2 0 002 2h2a2 2 0 002-2M9 5a2 2 0 012-2h2a2 2 0 012 2"></path></svg></span><pre class="shiki dark-plus" style="background-color: #1E1E1E" tabindex="0"><code><span class="line"><span style="color: #9CDCFE">float</span><span style="color: #D4D4D4"> </span><span style="color: #9CDCFE">halfScaleY</span><span style="color: #D4D4D4"> = </span><span style="color: #9CDCFE">transform</span><span style="color: #D4D4D4">.</span><span style="color: #9CDCFE">localScale</span><span style="color: #D4D4D4">.</span><span style="color: #9CDCFE">y</span><span style="color: #D4D4D4"> / 2.0</span><span style="color: #9CDCFE">f</span><span style="color: #D4D4D4">;</span></span>
<span class="line"><span style="color: #9CDCFE">float</span><span style="color: #D4D4D4"> </span><span style="color: #9CDCFE">enemyHalfScaleY</span><span style="color: #D4D4D4"> = </span><span style="color: #9CDCFE">enemy</span><span style="color: #D4D4D4">.</span><span style="color: #9CDCFE">transform</span><span style="color: #D4D4D4">.</span><span style="color: #9CDCFE">lossyScale</span><span style="color: #D4D4D4">.</span><span style="color: #9CDCFE">y</span><span style="color: #D4D4D4"> / 2.0</span><span style="color: #9CDCFE">f</span><span style="color: #D4D4D4">;</span></span></code></pre></div>



<p>プレイヤーと敵の<strong>高さの半分</strong>を求めています。<br><code>localScale</code> はオブジェクトの大きさを表すため、<br>これを2で割ると「中心から端までの距離」がわかります。</p>



<hr class="wp-block-separator has-alpha-channel-opacity"/>



<h3 class="wp-block-heading"><span id="toc7">上から踏んだかどうかを判定</span></h3>



<div class="wp-block-kevinbatdorf-code-block-pro" data-code-block-pro-font-family="Code-Pro-JetBrains-Mono" style="font-size:.875rem;font-family:Code-Pro-JetBrains-Mono,ui-monospace,SFMono-Regular,Menlo,Monaco,Consolas,monospace;line-height:1.25rem;--cbp-tab-width:2;tab-size:var(--cbp-tab-width, 2)"><span style="display:block;padding:16px 0 0 16px;margin-bottom:-1px;width:100%;text-align:left;background-color:#1E1E1E"><svg xmlns="http://www.w3.org/2000/svg" width="54" height="14" viewBox="0 0 54 14"><g fill="none" fill-rule="evenodd" transform="translate(1 1)"><circle cx="6" cy="6" r="6" fill="#FF5F56" stroke="#E0443E" stroke-width=".5"></circle><circle cx="26" cy="6" r="6" fill="#FFBD2E" stroke="#DEA123" stroke-width=".5"></circle><circle cx="46" cy="6" r="6" fill="#27C93F" stroke="#1AAB29" stroke-width=".5"></circle></g></svg></span><span role="button" tabindex="0" style="color:#D4D4D4;display:none" aria-label="Copy" class="code-block-pro-copy-button"><pre class="code-block-pro-copy-button-pre" aria-hidden="true"><textarea class="code-block-pro-copy-button-textarea" tabindex="-1" aria-hidden="true" readonly>float playerBottom = transform.position.y - (halfScaleY - 0.1f);
float enemyTop = enemy.transform.position.y + (enemyHalfScaleY - 0.1f);

if (playerBottom >= enemyTop)</textarea></pre><svg xmlns="http://www.w3.org/2000/svg" style="width:24px;height:24px" fill="none" viewBox="0 0 24 24" stroke="currentColor" stroke-width="2"><path class="with-check" stroke-linecap="round" stroke-linejoin="round" d="M9 5H7a2 2 0 00-2 2v12a2 2 0 002 2h10a2 2 0 002-2V7a2 2 0 00-2-2h-2M9 5a2 2 0 002 2h2a2 2 0 002-2M9 5a2 2 0 012-2h2a2 2 0 012 2m-6 9l2 2 4-4"></path><path class="without-check" stroke-linecap="round" stroke-linejoin="round" d="M9 5H7a2 2 0 00-2 2v12a2 2 0 002 2h10a2 2 0 002-2V7a2 2 0 00-2-2h-2M9 5a2 2 0 002 2h2a2 2 0 002-2M9 5a2 2 0 012-2h2a2 2 0 012 2"></path></svg></span><pre class="shiki dark-plus" style="background-color: #1E1E1E" tabindex="0"><code><span class="line"><span style="color: #9CDCFE">float</span><span style="color: #D4D4D4"> </span><span style="color: #9CDCFE">playerBottom</span><span style="color: #D4D4D4"> = </span><span style="color: #9CDCFE">transform</span><span style="color: #D4D4D4">.</span><span style="color: #9CDCFE">position</span><span style="color: #D4D4D4">.</span><span style="color: #9CDCFE">y</span><span style="color: #D4D4D4"> - (</span><span style="color: #9CDCFE">halfScaleY</span><span style="color: #D4D4D4"> - 0.1</span><span style="color: #9CDCFE">f</span><span style="color: #D4D4D4">);</span></span>
<span class="line"><span style="color: #9CDCFE">float</span><span style="color: #D4D4D4"> </span><span style="color: #9CDCFE">enemyTop</span><span style="color: #D4D4D4"> = </span><span style="color: #9CDCFE">enemy</span><span style="color: #D4D4D4">.</span><span style="color: #9CDCFE">transform</span><span style="color: #D4D4D4">.</span><span style="color: #9CDCFE">position</span><span style="color: #D4D4D4">.</span><span style="color: #9CDCFE">y</span><span style="color: #D4D4D4"> + (</span><span style="color: #9CDCFE">enemyHalfScaleY</span><span style="color: #D4D4D4"> - 0.1</span><span style="color: #9CDCFE">f</span><span style="color: #D4D4D4">);</span></span>
<span class="line"></span>
<span class="line"><span style="color: #C586C0">if</span><span style="color: #D4D4D4"> (</span><span style="color: #9CDCFE">playerBottom</span><span style="color: #D4D4D4"> &gt;= </span><span style="color: #9CDCFE">enemyTop</span><span style="color: #D4D4D4">)</span></span></code></pre></div>



<ul class="wp-block-list">
<li>プレイヤーの「足元」と敵の「頭の位置」を比較</li>



<li>プレイヤーが<strong>敵の頭より高い位置から当たった場合</strong>のみ「踏んだ」と判定します</li>
</ul>



<p><code>0.1f</code> は“ゆとり”です。<br>完全に同じ高さだと判定が曖昧になるため、少し余裕を持たせています。</p>



<hr class="wp-block-separator has-alpha-channel-opacity"/>



<h3 class="wp-block-heading"><span id="toc8">踏んだ場合の処理</span></h3>



<div class="wp-block-kevinbatdorf-code-block-pro" data-code-block-pro-font-family="Code-Pro-JetBrains-Mono" style="font-size:.875rem;font-family:Code-Pro-JetBrains-Mono,ui-monospace,SFMono-Regular,Menlo,Monaco,Consolas,monospace;line-height:1.25rem;--cbp-tab-width:2;tab-size:var(--cbp-tab-width, 2)"><span style="display:block;padding:16px 0 0 16px;margin-bottom:-1px;width:100%;text-align:left;background-color:#1E1E1E"><svg xmlns="http://www.w3.org/2000/svg" width="54" height="14" viewBox="0 0 54 14"><g fill="none" fill-rule="evenodd" transform="translate(1 1)"><circle cx="6" cy="6" r="6" fill="#FF5F56" stroke="#E0443E" stroke-width=".5"></circle><circle cx="26" cy="6" r="6" fill="#FFBD2E" stroke="#DEA123" stroke-width=".5"></circle><circle cx="46" cy="6" r="6" fill="#27C93F" stroke="#1AAB29" stroke-width=".5"></circle></g></svg></span><span role="button" tabindex="0" style="color:#D4D4D4;display:none" aria-label="Copy" class="code-block-pro-copy-button"><pre class="code-block-pro-copy-button-pre" aria-hidden="true"><textarea class="code-block-pro-copy-button-textarea" tabindex="-1" aria-hidden="true" readonly>Destroy(enemy);
_rigid.velocity = new Vector2(_rigid.velocity.x, 0f);
_rigid.AddForce(Vector2.up * _jumpSpeed * 0.7f, ForceMode2D.Impulse);</textarea></pre><svg xmlns="http://www.w3.org/2000/svg" style="width:24px;height:24px" fill="none" viewBox="0 0 24 24" stroke="currentColor" stroke-width="2"><path class="with-check" stroke-linecap="round" stroke-linejoin="round" d="M9 5H7a2 2 0 00-2 2v12a2 2 0 002 2h10a2 2 0 002-2V7a2 2 0 00-2-2h-2M9 5a2 2 0 002 2h2a2 2 0 002-2M9 5a2 2 0 012-2h2a2 2 0 012 2m-6 9l2 2 4-4"></path><path class="without-check" stroke-linecap="round" stroke-linejoin="round" d="M9 5H7a2 2 0 00-2 2v12a2 2 0 002 2h10a2 2 0 002-2V7a2 2 0 00-2-2h-2M9 5a2 2 0 002 2h2a2 2 0 002-2M9 5a2 2 0 012-2h2a2 2 0 012 2"></path></svg></span><pre class="shiki dark-plus" style="background-color: #1E1E1E" tabindex="0"><code><span class="line"><span style="color: #DCDCAA">Destroy</span><span style="color: #D4D4D4">(</span><span style="color: #9CDCFE">enemy</span><span style="color: #D4D4D4">);</span></span>
<span class="line"><span style="color: #9CDCFE">_rigid</span><span style="color: #D4D4D4">.</span><span style="color: #9CDCFE">velocity</span><span style="color: #D4D4D4"> = </span><span style="color: #569CD6">new</span><span style="color: #D4D4D4"> </span><span style="color: #DCDCAA">Vector2</span><span style="color: #D4D4D4">(</span><span style="color: #9CDCFE">_rigid</span><span style="color: #D4D4D4">.</span><span style="color: #9CDCFE">velocity</span><span style="color: #D4D4D4">.</span><span style="color: #9CDCFE">x</span><span style="color: #D4D4D4">, 0</span><span style="color: #9CDCFE">f</span><span style="color: #D4D4D4">);</span></span>
<span class="line"><span style="color: #9CDCFE">_rigid</span><span style="color: #D4D4D4">.</span><span style="color: #DCDCAA">AddForce</span><span style="color: #D4D4D4">(</span><span style="color: #9CDCFE">Vector2</span><span style="color: #D4D4D4">.</span><span style="color: #9CDCFE">up</span><span style="color: #D4D4D4"> * </span><span style="color: #9CDCFE">_jumpSpeed</span><span style="color: #D4D4D4"> * 0.7</span><span style="color: #9CDCFE">f</span><span style="color: #D4D4D4">, </span><span style="color: #9CDCFE">ForceMode2D</span><span style="color: #D4D4D4">.</span><span style="color: #9CDCFE">Impulse</span><span style="color: #D4D4D4">);</span></span></code></pre></div>



<ol class="wp-block-list">
<li><code>Destroy(enemy)</code> … 敵を消す</li>



<li><code>_rigid.velocity = ...</code> … 一度落下速度をリセット</li>



<li><code>_rigid.AddForce()</code> … 反動で小ジャンプ</li>
</ol>



<p>これで「踏んだ感」が出ます！</p>



<hr class="wp-block-separator has-alpha-channel-opacity"/>



<h3 class="wp-block-heading"><span id="toc9">横や下から当たった場合</span></h3>



<div class="wp-block-kevinbatdorf-code-block-pro" data-code-block-pro-font-family="Code-Pro-JetBrains-Mono" style="font-size:.875rem;font-family:Code-Pro-JetBrains-Mono,ui-monospace,SFMono-Regular,Menlo,Monaco,Consolas,monospace;line-height:1.25rem;--cbp-tab-width:2;tab-size:var(--cbp-tab-width, 2)"><span style="display:block;padding:16px 0 0 16px;margin-bottom:-1px;width:100%;text-align:left;background-color:#1E1E1E"><svg xmlns="http://www.w3.org/2000/svg" width="54" height="14" viewBox="0 0 54 14"><g fill="none" fill-rule="evenodd" transform="translate(1 1)"><circle cx="6" cy="6" r="6" fill="#FF5F56" stroke="#E0443E" stroke-width=".5"></circle><circle cx="26" cy="6" r="6" fill="#FFBD2E" stroke="#DEA123" stroke-width=".5"></circle><circle cx="46" cy="6" r="6" fill="#27C93F" stroke="#1AAB29" stroke-width=".5"></circle></g></svg></span><span role="button" tabindex="0" style="color:#D4D4D4;display:none" aria-label="Copy" class="code-block-pro-copy-button"><pre class="code-block-pro-copy-button-pre" aria-hidden="true"><textarea class="code-block-pro-copy-button-textarea" tabindex="-1" aria-hidden="true" readonly>_TakeDamage(1);</textarea></pre><svg xmlns="http://www.w3.org/2000/svg" style="width:24px;height:24px" fill="none" viewBox="0 0 24 24" stroke="currentColor" stroke-width="2"><path class="with-check" stroke-linecap="round" stroke-linejoin="round" d="M9 5H7a2 2 0 00-2 2v12a2 2 0 002 2h10a2 2 0 002-2V7a2 2 0 00-2-2h-2M9 5a2 2 0 002 2h2a2 2 0 002-2M9 5a2 2 0 012-2h2a2 2 0 012 2m-6 9l2 2 4-4"></path><path class="without-check" stroke-linecap="round" stroke-linejoin="round" d="M9 5H7a2 2 0 00-2 2v12a2 2 0 002 2h10a2 2 0 002-2V7a2 2 0 00-2-2h-2M9 5a2 2 0 002 2h2a2 2 0 002-2M9 5a2 2 0 012-2h2a2 2 0 012 2"></path></svg></span><pre class="shiki dark-plus" style="background-color: #1E1E1E" tabindex="0"><code><span class="line"><span style="color: #DCDCAA">_TakeDamage</span><span style="color: #D4D4D4">(</span><span style="color: #B5CEA8">1</span><span style="color: #D4D4D4">);</span></span></code></pre></div>



<p>踏めていなければダメージを受けます。<br>HPバーが減るなど、前回の記事で作った処理が呼ばれます💡</p>



<hr class="wp-block-separator has-alpha-channel-opacity"/>



<h2 class="wp-block-heading"><span id="toc10">敵オブジェクトの設定</span></h2>



<ol class="wp-block-list">
<li><strong>Tag</strong> を <code>"Enemy"</code> に設定</li>



<li><strong>Collider2D</strong> を追加（<code>IsTrigger</code> は OFF）</li>



<li><strong>Rigidbody2D</strong> は Kinematic でも可</li>



<li>プレイヤーにも Rigidbody2D と Collider2D が必要</li>
</ol>



<hr class="wp-block-separator has-alpha-channel-opacity"/>



<h2 class="wp-block-heading"><span id="toc11">動作確認</span></h2>



<p>ゲームを再生し、プレイヤーを左右に歩かせる</p>



<video
  src="https://naiterukaiju.com/wp-content/uploads/2025/11/無題のビデオ-‐-Clipchampで作成-8.mp4"
  autoplay
  loop
  muted
  playsinline
  width="640"
  height="360">
</video>



<p>上から踏むと小ジャンプをし、敵を倒すことが出来ました！</p>



<hr class="wp-block-separator has-alpha-channel-opacity"/>



<h2 class="wp-block-heading"><span id="toc12">よくあるつまずきポイント💡</span></h2>



<figure class="wp-block-table"><table class="has-fixed-layout"><thead><tr><th>症状</th><th>原因</th><th>対策</th></tr></thead><tbody><tr><td>横からでも倒せる</td><td>敵やプレイヤーのScaleが一致していない</td><td><code>Scale</code>を1,1,1に戻す</td></tr><tr><td>踏んでも反応しない</td><td>Tagが「Enemy」になっていない</td><td>Inspectorで設定</td></tr><tr><td>踏んでも跳ねない</td><td><code>_jumpSpeed * 0.7f</code> の係数が小さい</td><td>倍率を上げる（0.9fなど）</td></tr><tr><td>当たり判定がズレる</td><td>Colliderのサイズが大きすぎる</td><td>頭側を少し小さく調整</td></tr></tbody></table></figure>



<hr class="wp-block-separator has-alpha-channel-opacity"/>



<h2 class="wp-block-heading"><span id="toc13">まとめ✅</span></h2>



<figure class="wp-block-table"><table class="has-fixed-layout"><thead><tr><th>処理</th><th>内容</th></tr></thead><tbody><tr><td>OnCollisionEnter2D</td><td>敵との接触を検知</td></tr><tr><td><code>_HitEnemy()</code></td><td>踏んだかぶつかったかを判定</td></tr><tr><td><code>Destroy(enemy)</code></td><td>踏んだら敵を消す</td></tr><tr><td><code>_TakeDamage(1)</code></td><td>横から当たったらHPを減らす</td></tr><tr><td><code>_jumpSpeed * 0.7f</code></td><td>踏んだ反動の強さを調整</td></tr></tbody></table></figure>



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<div class="wp-block-cocoon-blocks-balloon-ex-box-1 speech-wrap sb-id-10 sbs-stn sbp-l sbis-cb cf block-box not-nested-style cocoon-block-balloon"><div class="speech-person"><figure class="speech-icon"><img decoding="async" src="https://naiterukaiju.com/wp-content/uploads/2026/04/9327DB85-EFD6-4A95-A63A-1FA1F0A35E85.jpg" alt="" class="speech-icon-image"/></figure><div class="speech-name"></div></div><div class="speech-balloon">
<p>最後まで読んでいただきありがとうございました！</p>
</div></div>



<p>次回は、<strong><span class="marker-under-red">ジャンプをしたとき、敵に触れてダメージを食らった場合の効果音を追加</span></strong>して、<br>より2Dゲームのアクション性を上げていこうと思います！</p>



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<a href="https://naiterukaiju.com/%e3%80%90unity%e5%85%a5%e9%96%80%e2%91%ab%e3%80%912d%e3%82%a2%e3%82%af%e3%82%b7%e3%83%a7%e3%83%b3%e3%82%b2%e3%83%bc%e3%83%a0%e3%81%a7%e5%8a%b9%e6%9e%9c%e9%9f%b3%e3%82%92%e9%b3%b4%e3%82%89%e3%81%9d/" title="【Unity入門⑪】2Dアクションゲームで効果音を鳴らそう！" class="blogcard-wrap internal-blogcard-wrap a-wrap cf"><div class="blogcard internal-blogcard ib-left cf"><div class="blogcard-label internal-blogcard-label"><span class="fa"></span></div><figure class="blogcard-thumbnail internal-blogcard-thumbnail"><img decoding="async" width="160" height="90" src="https://naiterukaiju.com/wp-content/uploads/2025/11/Unityで2Dアクションゲームを作ろう！-1-160x90.png" class="blogcard-thumb-image internal-blogcard-thumb-image wp-post-image" alt="" srcset="https://naiterukaiju.com/wp-content/uploads/2025/11/Unityで2Dアクションゲームを作ろう！-1-160x90.png 160w, https://naiterukaiju.com/wp-content/uploads/2025/11/Unityで2Dアクションゲームを作ろう！-1-120x68.png 120w, https://naiterukaiju.com/wp-content/uploads/2025/11/Unityで2Dアクションゲームを作ろう！-1-320x180.png 320w" sizes="(max-width: 160px) 100vw, 160px" /></figure><div class="blogcard-content internal-blogcard-content"><div class="blogcard-title internal-blogcard-title">【Unity入門⑪】2Dアクションゲームで効果音を鳴らそう！</div><div class="blogcard-snippet internal-blogcard-snippet">前回の入門では「敵を踏んで倒す処理」を実装しました！今回はそのアクションに効果音（SE）を追加して、より臨場感を出していきます！具体的には、「ジャンプした時」「敵にぶつかってダメージを受けたとき」「敵を上から踏んで再ジャンプしたとき」という...</div></div><div class="blogcard-footer internal-blogcard-footer cf"><div class="blogcard-site internal-blogcard-site"><div class="blogcard-favicon internal-blogcard-favicon"><img decoding="async" src="https://www.google.com/s2/favicons?domain=https://naiterukaiju.com" alt="" class="blogcard-favicon-image internal-blogcard-favicon-image" width="16" height="16" /></div><div class="blogcard-domain internal-blogcard-domain">naiterukaiju.com</div></div><div class="blogcard-date internal-blogcard-date"><div class="blogcard-post-date internal-blogcard-post-date">2025.11.17</div></div></div></div></a>
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