Quick Start
Start with a tiny working version
When a teammate goes down in a co-op game, players do not just need drama. They need to know whether the teammate is still savable, how much time is left, who should move first, and what happens if the rescue fails.
Build it in small code pieces
1. 値を用意する
Inspectorで変更できる値と表示先を置きます。
csharp
[SerializeField] private TextMeshProUGUI statusText;
[SerializeField] private float reviveSeconds = 1f;
[SerializeField] private float bleedoutSeconds = 2f;
[SerializeField] private float helperDistance = 3f;2. 状態を変える
ボタンを押した時に、1つだけ状態を進めます。
csharp
public void NextStep()
{
step = (step + 1) % 3;
var label = step == 0 ? "ダウンする" : step == 1 ? "蘇生中" : "復帰する";
if (statusText != null)
{
statusText.text = $"{label}\nreviveSeconds={reviveSeconds:0.##}\nbleedoutSeconds={bleedoutSeconds:0.##}\nhelperDistance={helperDistance:0.##}";
}3. 画面に表示する
変わった結果を画面に出して確認します。
csharp
if (statusText != null)
{
statusText.text = $"{label}\nreviveSeconds={reviveSeconds:0.##}\nbleedoutSeconds={bleedoutSeconds:0.##}\nhelperDistance={helperDistance:0.##}";
}
Debug.Log($"ダウン状態と蘇生導線: {label}");Complete script
csharp
using UnityEngine;
using TMPro;
public class ReviveFlowTutorial : MonoBehaviour
{
[SerializeField] private TextMeshProUGUI statusText;
[SerializeField] private float reviveSeconds = 1f;
[SerializeField] private float bleedoutSeconds = 2f;
[SerializeField] private float helperDistance = 3f;
private int step;
public void NextStep()
{
step = (step + 1) % 3;
var label = step == 0 ? "ダウンする" : step == 1 ? "蘇生中" : "復帰する";
if (statusText != null)
{
statusText.text = $"{label}\nreviveSeconds={reviveSeconds:0.##}\nbleedoutSeconds={bleedoutSeconds:0.##}\nhelperDistance={helperDistance:0.##}";
}
Debug.Log($"ダウン状態と蘇生導線: {label}");
}
}Inspector
Connect the UI reference in the Inspector, then use the button to confirm each value changes.
Summary
What to take away
A practical guide to revive timers, rescue readability, interruption feedback, and post-failure recovery flow in co-op games.
The page is designed to help you move from reading to a small practical decision. Use the checklist above before jumping into the next related article.
Read next
ARTBrowse English articlesReturn to the English article index and choose the next topic by engine, tag, or workflow.CMPCompare game enginesCheck Unity, Unreal Engine, Godot, and Roblox from a beginner-friendly English comparison view.HOMEEnglish learning homeGo back to the English top page for tutorials, glossary entries, news, and learning routes.
Related guides
SYSThreat indicator and aggro readability design guideA practical guide to showing who enemies are targeting and where immediate danger is pointing without flooding the screen.MAPRespawn wave timer and spectator recovery UI guideA practical guide to showing respawn timing, return conditions, spectator context, and post-spawn protection clearly.
