suta-togamennwakarann
This commit is contained in:
@@ -1295,8 +1295,8 @@ MonoBehaviour:
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features:
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108
Assets/_Objects/Square.prefab
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108
Assets/_Objects/Square.prefab
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@@ -0,0 +1,108 @@
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- component: {fileID: 2191905308100053176}
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m_Layer: 0
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m_Name: Square
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Father: {fileID: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!212 &114577864133115123
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SpriteRenderer:
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serializedVersion: 2
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- {fileID: 2100000, guid: 9dfc825aed78fcd4ba02077103263b40, type: 2}
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m_LightProbeVolumeOverride: {fileID: 0}
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m_Sprite: {fileID: 7482667652216324306, guid: 311925a002f4447b3a28927169b83ea6, type: 3}
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m_Color: {r: 1, g: 1, b: 1, a: 1}
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m_Size: {x: 1, y: 1}
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m_AdaptiveModeThreshold: 0.5
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m_SpriteTileMode: 0
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m_WasSpriteAssigned: 1
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m_SpriteSortPoint: 0
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--- !u!114 &2191905308100053176
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 3075638675573572061}
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m_Enabled: 1
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m_Script: {fileID: 11500000, guid: d1dad518e6deb304387fd1c1435a67b2, type: 3}
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m_Name:
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m_EditorClassIdentifier: Assembly-CSharp::FadeOutSprite
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fadeDuration: 1
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startDelay: 0.5
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7
Assets/_Objects/Square.prefab.meta
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7
Assets/_Objects/Square.prefab.meta
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@@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: 59334a8a54b4cbc48996b04618ef137c
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PrefabImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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Load Diff
55
Assets/_Scripts/FadeOut.cs
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55
Assets/_Scripts/FadeOut.cs
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@@ -0,0 +1,55 @@
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using UnityEngine;
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using System.Collections;
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// アタッチしたSprite Rendererの色を操作してフェードアウトさせるスクリプト
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[RequireComponent(typeof(SpriteRenderer))]
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public class FadeOutSprite : MonoBehaviour
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{
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private SpriteRenderer spriteRenderer;
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public float fadeDuration = 1.0f; // 消えるまでの時間(秒)
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public float startDelay = 0.5f; // 表示してからフェードを開始するまでの待ち時間(秒)
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private void Awake()
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{
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spriteRenderer = GetComponent<SpriteRenderer>();
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}
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private void OnEnable()
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{
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// オブジェクトが有効になったときにフェードアニメーションを開始
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StartCoroutine(FadeOutCoroutine());
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}
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private IEnumerator FadeOutCoroutine()
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{
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// 1. 最初は完全に表示
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SetAlpha(1f);
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// 2. 指定時間待機(画像がはっきり見える時間)
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yield return new WaitForSeconds(startDelay);
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// 3. アルファ値を徐々に減らすフェードアウト
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float timer = 0f;
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Color initialColor = spriteRenderer.color;
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while (timer < fadeDuration)
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{
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timer += Time.deltaTime;
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// 経過時間に基づいてアルファ値を計算(1 -> 0)
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float alpha = Mathf.Lerp(1f, 0f, timer / fadeDuration);
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SetAlpha(alpha);
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yield return null; // 次のフレームまで待機
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}
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// 4. 完全に消えたら自身を破棄(再利用しない場合)
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SetAlpha(0f);
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Destroy(gameObject);
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}
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private void SetAlpha(float alpha)
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{
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Color current = spriteRenderer.color;
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current.a = alpha; // Alpha値を更新
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spriteRenderer.color = current;
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}
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}
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2
Assets/_Scripts/FadeOut.cs.meta
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2
Assets/_Scripts/FadeOut.cs.meta
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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||||||
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guid: d1dad518e6deb304387fd1c1435a67b2
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74
Assets/_Scripts/NewMonoBehaviourScript.cs
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74
Assets/_Scripts/NewMonoBehaviourScript.cs
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@@ -0,0 +1,74 @@
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.UI;
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/// <summary>
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/// XR UIが反応しない原因を自動判定する超安全な診断スクリプト
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/// </summary>
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public class XRUIDiagnoser : MonoBehaviour
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{
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private void Start()
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{
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Debug.Log("============== 🔍 XR UI 自動診断スタート ==============");
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// 1. EventSystem の重複・存在チェック
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var eventSystems = FindObjectsByType<EventSystem>(FindObjectsInactive.Include, FindObjectsSortMode.None);
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if (eventSystems.Length == 0)
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{
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Debug.LogError("🚨【原因】シーンに EventSystem が存在しません!");
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}
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else if (eventSystems.Length > 1)
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{
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Debug.LogError($"🚨【原因】EventSystem がシーンに {eventSystems.Length} 個あります!これが最大の原因になりやすいです。不要な方を削除してください。");
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foreach (var es in eventSystems) Debug.Log($" ・配置場所: {es.gameObject.name}", es.gameObject);
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}
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else
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{
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var module = eventSystems[0].GetComponent<BaseInputModule>();
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Debug.Log($"⭕ EventSystem: OK [{eventSystems[0].name}] | Module: {(module != null ? module.GetType().Name : "なし")}");
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}
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// 2. Ray Interactor (ビーム発射体) の存在チェック (名前で動的探索するためバージョンエラーになりません)
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var allComponents = FindObjectsByType<Component>(FindObjectsInactive.Include, FindObjectsSortMode.None);
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int rayCount = 0;
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foreach (var c in allComponents)
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{
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if (c != null && c.GetType().Name.Contains("RayInteractor"))
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{
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rayCount++;
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bool active = c.gameObject.activeInHierarchy;
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if (!active)
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Debug.LogError($"🚨【原因】[{c.gameObject.name}] の RayInteractor オブジェクトが非アクティブ(OFF)になっています!", c.gameObject);
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else
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Debug.Log($"⭕ Ray Interactor 発見: [{c.gameObject.name}] ({c.GetType().Name}) | Active: OK");
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}
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}
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if (rayCount == 0)
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{
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Debug.LogError("🚨【原因】コントローラーの手のオブジェクトに RayInteractor コンポーネントが見つかりません!");
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}
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// 3. Canvas の設定チェック
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var canvases = FindObjectsByType<Canvas>(FindObjectsInactive.Exclude, FindObjectsSortMode.None);
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if (canvases.Length == 0)
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{
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Debug.LogError("🚨【原因】アクティブな Canvas がシーン内に存在しません!");
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}
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foreach (var canvas in canvases)
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{
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var raycaster = canvas.GetComponent<GraphicRaycaster>();
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if (raycaster == null)
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{
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Debug.LogError($"🚨【原因】Canvas [{canvas.name}] に Raycaster コンポーネントが付いていません!", canvas.gameObject);
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}
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else
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{
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Debug.Log($"⭕ Canvas: OK [{canvas.name}] | RenderMode: {canvas.renderMode} | Raycaster: {raycaster.GetType().Name}");
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}
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}
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||||||
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Debug.Log("========================================================");
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||||||
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}
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}
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2
Assets/_Scripts/NewMonoBehaviourScript.cs.meta
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2
Assets/_Scripts/NewMonoBehaviourScript.cs.meta
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: bca5237dce7df3543ba5a9c686d545d6
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@@ -43,6 +43,10 @@ public class PlayerStatusManager : MonoBehaviour
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|||||||
private float defenseBuffTimer = 0f;
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private float defenseBuffTimer = 0f;
|
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private bool isCodingMode = false;
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private bool isCodingMode = false;
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||||||
|
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||||||
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public GameObject successEffectPrefab;
|
||||||
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// エフェクトを出す位置(合体したブロックの少し上など)
|
||||||
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public Transform effectSpawnPoint;
|
||||||
|
|
||||||
private List<Animator> pausedAnimators = new List<Animator>();
|
private List<Animator> pausedAnimators = new List<Animator>();
|
||||||
private List<NavMeshAgent> pausedAgents = new List<NavMeshAgent>();
|
private List<NavMeshAgent> pausedAgents = new List<NavMeshAgent>();
|
||||||
|
|
||||||
@@ -178,6 +182,7 @@ public class PlayerStatusManager : MonoBehaviour
|
|||||||
|
|
||||||
public void ApplyBuffsAndResume(string buff1, string buff2)
|
public void ApplyBuffsAndResume(string buff1, string buff2)
|
||||||
{
|
{
|
||||||
|
Instantiate(successEffectPrefab, effectSpawnPoint.position, effectSpawnPoint.rotation);
|
||||||
ActivateBuffByName(buff1);
|
ActivateBuffByName(buff1);
|
||||||
ActivateBuffByName(buff2);
|
ActivateBuffByName(buff2);
|
||||||
ResumeWorldState(consumeGauge: true);
|
ResumeWorldState(consumeGauge: true);
|
||||||
|
|||||||
45
Assets/_Scripts/TitleManager.cs
Normal file
45
Assets/_Scripts/TitleManager.cs
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@@ -0,0 +1,45 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
using UnityEngine.SceneManagement;
|
||||||
|
|
||||||
|
public class SimpleTitleManager : MonoBehaviour
|
||||||
|
{
|
||||||
|
[Header("UI Buttons")]
|
||||||
|
[SerializeField] private Button startButton;
|
||||||
|
[SerializeField] private Button exitButton;
|
||||||
|
|
||||||
|
[Header("Scene Settings")]
|
||||||
|
[SerializeField] private string mainGameSceneName = "MainGameScene";
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
// テンプレートの手でボタンを押した時に実行される処理
|
||||||
|
startButton.onClick.AddListener(OnStartButtonClicked);
|
||||||
|
exitButton.onClick.AddListener(OnExitButtonClicked);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnStartButtonClicked()
|
||||||
|
{
|
||||||
|
startButton.interactable = false; // 二重押し防止
|
||||||
|
StartCoroutine(LoadSceneRoutine());
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnExitButtonClicked()
|
||||||
|
{
|
||||||
|
#if UNITY_EDITOR
|
||||||
|
UnityEditor.EditorApplication.isPlaying = false;
|
||||||
|
#else
|
||||||
|
Application.Quit();
|
||||||
|
#endif
|
||||||
|
}
|
||||||
|
|
||||||
|
private IEnumerator LoadSceneRoutine()
|
||||||
|
{
|
||||||
|
AsyncOperation asyncLoad = SceneManager.LoadSceneAsync(mainGameSceneName);
|
||||||
|
while (!asyncLoad.isDone)
|
||||||
|
{
|
||||||
|
yield return null;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
2
Assets/_Scripts/TitleManager.cs.meta
Normal file
2
Assets/_Scripts/TitleManager.cs.meta
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@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 63f333cd2936fbf439d4433a50178080
|
||||||
92
Assets/_Scripts/VRLaserPointer.cs
Normal file
92
Assets/_Scripts/VRLaserPointer.cs
Normal file
@@ -0,0 +1,92 @@
|
|||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.EventSystems;
|
||||||
|
|
||||||
|
namespace VRTitle.Input
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// VRコントローラーからのポインター入力とUI操作を仲介するコンポーネント
|
||||||
|
/// </summary>
|
||||||
|
[RequireComponent(typeof(LineRenderer))]
|
||||||
|
public class VRLaserPointer : MonoBehaviour
|
||||||
|
{
|
||||||
|
[Header("Ray Settings")]
|
||||||
|
[SerializeField] private float maxDistance = 10f;
|
||||||
|
[SerializeField] private LayerMask uiLayerMask = ~0;
|
||||||
|
|
||||||
|
[Header("Visual")]
|
||||||
|
[SerializeField] private LineRenderer lineRenderer;
|
||||||
|
|
||||||
|
private GameObject currentHoveredObject;
|
||||||
|
|
||||||
|
private void Reset()
|
||||||
|
{
|
||||||
|
lineRenderer = GetComponent<LineRenderer>();
|
||||||
|
lineRenderer.positionCount = 2;
|
||||||
|
lineRenderer.startWidth = 0.005f;
|
||||||
|
lineRenderer.endWidth = 0.001f;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Update()
|
||||||
|
{
|
||||||
|
ProcessPointer();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void ProcessPointer()
|
||||||
|
{
|
||||||
|
Ray ray = new Ray(transform.position, transform.forward);
|
||||||
|
PointerEventData pointerData = new PointerEventData(EventSystem.current)
|
||||||
|
{
|
||||||
|
position = new Vector2(Screen.width / 2f, Screen.height / 2f)
|
||||||
|
};
|
||||||
|
|
||||||
|
List<RaycastResult> results = new List<RaycastResult>();
|
||||||
|
EventSystem.current?.RaycastAll(pointerData, results);
|
||||||
|
|
||||||
|
Vector3 targetPosition = transform.position + transform.forward * maxDistance;
|
||||||
|
|
||||||
|
if (results.Count > 0)
|
||||||
|
{
|
||||||
|
RaycastResult hit = results[0];
|
||||||
|
targetPosition = hit.worldPosition;
|
||||||
|
UpdateHoverState(hit.gameObject, pointerData);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
UpdateHoverState(null, pointerData);
|
||||||
|
}
|
||||||
|
|
||||||
|
// ポインター描画の更新
|
||||||
|
lineRenderer.SetPosition(0, transform.position);
|
||||||
|
lineRenderer.SetPosition(1, targetPosition);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void UpdateHoverState(GameObject newHover, PointerEventData pointerData)
|
||||||
|
{
|
||||||
|
if (currentHoveredObject == newHover) return;
|
||||||
|
|
||||||
|
if (currentHoveredObject != null)
|
||||||
|
{
|
||||||
|
ExecuteEvents.Execute(currentHoveredObject, pointerData, ExecuteEvents.pointerExitHandler);
|
||||||
|
}
|
||||||
|
|
||||||
|
currentHoveredObject = newHover;
|
||||||
|
|
||||||
|
if (currentHoveredObject != null)
|
||||||
|
{
|
||||||
|
ExecuteEvents.Execute(currentHoveredObject, pointerData, ExecuteEvents.pointerEnterHandler);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// トリガーボタンが押された時に呼び出す(Input System側から呼び出し可能)
|
||||||
|
/// </summary>
|
||||||
|
public void OnPrimaryTriggerDown()
|
||||||
|
{
|
||||||
|
if (currentHoveredObject == null) return;
|
||||||
|
|
||||||
|
PointerEventData pointerData = new PointerEventData(EventSystem.current);
|
||||||
|
ExecuteEvents.Execute(currentHoveredObject, pointerData, ExecuteEvents.pointerClickHandler);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
2
Assets/_Scripts/VRLaserPointer.cs.meta
Normal file
2
Assets/_Scripts/VRLaserPointer.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 6159a60476d605c4494622c0790e9b02
|
||||||
@@ -5,6 +5,9 @@ EditorBuildSettings:
|
|||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
m_Scenes:
|
m_Scenes:
|
||||||
|
- enabled: 1
|
||||||
|
path: Assets/_Scenes/Test.unity
|
||||||
|
guid: ef443f0333a244a26b06718135d3c98f
|
||||||
- enabled: 1
|
- enabled: 1
|
||||||
path: Assets/_Scenes/GameScene.unity
|
path: Assets/_Scenes/GameScene.unity
|
||||||
guid: c224a272a4be6c6428cb5ed452dca7c5
|
guid: c224a272a4be6c6428cb5ed452dca7c5
|
||||||
|
|||||||
Reference in New Issue
Block a user