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Game UI Design

Respawn wave timer and spectator recovery UI guide

A practical guide to showing respawn timing, return conditions, spectator context, and post-spawn protection clearly.

公開日: 2026-07-13#Co-op#Respawn#UI Design#Beginner

Quick Start

Start with a tiny working version

Respawn flow leaves a strong impression even when the wait is short. If players do not know when they will return, where they will return, or what is happening while they wait, the whole defeat loop feels harsher than it should.

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。

EnemyWaveTutorial.cs
csharp
    [SerializeField] private TextMeshProUGUI statusText;
    [SerializeField] private float waveIndex = 1f;
    [SerializeField] private float spawnInterval = 2f;
    [SerializeField] private float enemyCount = 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。

EnemyWaveTutorial.cs
csharp
    public void NextStep()
    {
        step = (step + 1) % 3;
        var label = step == 0 ? "少数出現" : step == 1 ? "密度を上げる" : "休憩を挟む";
        if (statusText != null)
        {
            statusText.text = $"{label}\nwaveIndex={waveIndex:0.##}\nspawnInterval={spawnInterval:0.##}\nenemyCount={enemyCount: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。

EnemyWaveTutorial.cs
csharp
        if (statusText != null)
        {
            statusText.text = $"{label}\nwaveIndex={waveIndex:0.##}\nspawnInterval={spawnInterval:0.##}\nenemyCount={enemyCount:0.##}";
        }
        Debug.Log($"敵出現ウェーブ: {label}");

Complete script

EnemyWaveTutorial.cs
csharp
using UnityEngine;
using TMPro;

public class EnemyWaveTutorial : MonoBehaviour
{
    [SerializeField] private TextMeshProUGUI statusText;
    [SerializeField] private float waveIndex = 1f;
    [SerializeField] private float spawnInterval = 2f;
    [SerializeField] private float enemyCount = 3f;

    private int step;

    public void NextStep()
    {
        step = (step + 1) % 3;
        var label = step == 0 ? "少数出現" : step == 1 ? "密度を上げる" : "休憩を挟む";
        if (statusText != null)
        {
            statusText.text = $"{label}\nwaveIndex={waveIndex:0.##}\nspawnInterval={spawnInterval:0.##}\nenemyCount={enemyCount:0.##}";
        }
        Debug.Log($"敵出現ウェーブ: {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 showing respawn timing, return conditions, spectator context, and post-spawn protection clearly.

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.