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diff --git a/Assets/Scripts/PlayerStatusManager.cs b/Assets/Scripts/PlayerStatusManager.cs
index c10155f..49c7a9e 100644
--- a/Assets/Scripts/PlayerStatusManager.cs
+++ b/Assets/Scripts/PlayerStatusManager.cs
@@ -1,115 +1,195 @@
using UnityEngine;
using UnityEngine.InputSystem;
+using System.Collections;
+///
+/// プレイヤーの共通ゲージ、時間停止(Codingモード)、UI、および各種バフの制限時間を管理するクラス
+///
public class PlayerStatusManager : MonoBehaviour
{
- public static PlayerStatusManager Instance { get; private set;}
+ public static PlayerStatusManager Instance { get; private set; }
+ [Header("Codingモード用 入力設定")]
[SerializeField] private InputActionProperty zlButtonAction;
[SerializeField] private InputActionProperty zrButtonAction;
+ [Header("ゲージ設定")]
[SerializeField] private float maxGauge = 100f;
[SerializeField] private float currentGauge = 0f;
+ [Header("表示UI設定")]
+ [Tooltip("画面全体を追従させる親オブジェクト(World Space Canvasや3D台座)を指定してください")]
[SerializeField] private GameObject codingModeUI;
- private bool isCodingMode = false;
+ // ─── ★ここからバフ設定を新しく追加 ───
+ [Header("バフパラメータ設定")]
+ [Tooltip("攻撃力UP・防御力UPの持続時間 (秒)")]
+ [SerializeField] private float buffDuration = 10f;
+ [Tooltip("攻撃力UP時のダメージ倍率 (例: 1.5倍)")]
+ [SerializeField] private float attackBuffMultiplier = 1.5f;
+ [Tooltip("防御力UP時の被ダメージ軽減率 (例: 0.5ならダメージ50%カット)")]
+ [SerializeField] private float defenseBuffMultiplier = 0.5f;
+ [Tooltip("HP回復バフ発動時の回復量")]
+ [SerializeField] private float hpHealAmount = 30f;
- void Awake()
+ // 各バフの残り時間を管理するタイマー(0より大きければバフ有効)
+ private float attackBuffTimer = 0f;
+ private float defenseBuffTimer = 0f;
+
+ // 現在Codingモード(時間停止中)かどうかのフラグ
+ private bool isCodingMode = false;
+ // ─────────────────────────────────────
+
+ #region プロパティ(外部のスクリプトからバフ状態を参照するための窓口)
+ /// 現在攻撃力UPバフが有効かどうか
+ public bool IsAttackBuffActive => attackBuffTimer > 0f;
+
+ /// 現在防御力UPバフが有効かどうか
+ public bool IsDefenseBuffActive => defenseBuffTimer > 0f;
+
+ /// 現在の攻撃力倍率を返す(バフなしなら1.0倍)
+ public float CurrentAttackMultiplier => IsAttackBuffActive ? attackBuffMultiplier : 1.0f;
+
+ /// 現在の防御倍率を返す(バフなしなら1.0倍、バフありなら0.5倍など)
+ public float CurrentDefenseMultiplier => IsDefenseBuffActive ? defenseBuffMultiplier : 1.0f;
+ #endregion
+
+ private void Awake()
{
- if(Instance == null)
- {
- Instance = this;
- }
- else
- {
- Destroy(gameObject);
- }
+ if (Instance == null) { Instance = this; }
+ else { Destroy(gameObject); }
}
private void OnEnable()
{
- if(zlButtonAction.action != null) zlButtonAction.action.Enable();
- if(zrButtonAction.action != null) zrButtonAction.action.Enable();
+ if (zlButtonAction.action != null) zlButtonAction.action.Enable();
+ if (zrButtonAction.action != null) zrButtonAction.action.Enable();
}
private void OnDisable()
{
- if(zlButtonAction.action != null) zlButtonAction.action.Disable();
- if(zrButtonAction.action != null) zrButtonAction.action.Disable();
+ if (zlButtonAction.action != null) zlButtonAction.action.Disable();
+ if (zrButtonAction.action != null) zrButtonAction.action.Disable();
}
- // Start is called once before the first execution of Update after the MonoBehaviour is created
- void Start()
+ private void Start()
{
- if(codingModeUI != null)
+ if (codingModeUI != null) codingModeUI.SetActive(false);
+ }
+
+ private void Update()
+ {
+ CheckComboInput();
+
+ // ★新設:ゲームプレイ中(時間停止中でないとき)のみ、バフのタイマーを減算する
+ if (!isCodingMode)
{
- codingModeUI.SetActive(false);
+ UpdateBuffTimers();
}
}
- // Update is called once per frame
- void Update()
+ public void AddGauge(float amount)
{
- CheckComboInput();
- }
-
- public void AddGauge(float amout)
- {
- if(isCodingMode) return;
-
- currentGauge += amout;
+ if (isCodingMode) return;
+ currentGauge += amount;
currentGauge = Mathf.Clamp(currentGauge, 0f, maxGauge);
+ Debug.Log($"🔋 共通ゲージ増加: {currentGauge} / {maxGauge}");
}
private void CheckComboInput()
{
- if(zlButtonAction.action == null || zrButtonAction.action ==null) return;
+ if (zlButtonAction.action == null || zrButtonAction.action == null) return;
bool zlPressed = zlButtonAction.action.triggered && zlButtonAction.action.ReadValue() > 0.5f;
- bool zrPressed = zlButtonAction.action.triggered && zrButtonAction.action.ReadValue() > 0.5f;
+ bool zrPressed = zrButtonAction.action.triggered && zrButtonAction.action.ReadValue() > 0.5f;
- if(!isCodingMode && currentGauge >= maxGauge)
+ if (!isCodingMode && currentGauge >= maxGauge)
{
- if((zlPressed && zrButtonAction.action.ReadValue() > 0.5f) ||
- (zrPressed && zlButtonAction.action.ReadValue() > 0.5f))
+ if ((zlPressed && zrButtonAction.action.ReadValue() > 0.5f) ||
+ (zrPressed && zlButtonAction.action.ReadValue() > 0.5f))
{
StartCodingMode();
}
}
- else if(isCodingMode)
- {
- if((zlPressed && zrButtonAction.action.ReadValue() > 0.5f) ||
- (zrPressed && zlButtonAction.action.ReadValue() > 0.5f))
- {
- EndCodingMode();
- }
- }
}
private void StartCodingMode()
{
isCodingMode = true;
+ Time.timeScale = 0f; // 時間を完全停止
- Time.timeScale = 0f;
-
- if(codingModeUI != null)
- {
- codingModeUI.SetActive(true);
- }
+ if (codingModeUI != null) codingModeUI.SetActive(true);
}
- private void EndCodingMode()
+ ///
+ /// ★役割拡張:パズル完了時に呼び出され、指定された2つのバフを発動して時間を再開する
+ ///
+ public void ApplyBuffsAndResume(string buff1, string buff2)
{
+ // 1. 選択された2つのバフをそれぞれ発動(重複なしの仕様を適用)
+ ActivateBuffByName(buff1);
+ ActivateBuffByName(buff2);
+
+ // 2. Codingモードの終了処理
isCodingMode = false;
+ Time.timeScale = 1f; // 時間を再開
- Time.timeScale = 1f;
+ if (codingModeUI != null) codingModeUI.SetActive(false);
+ currentGauge = 0f; // ゲージを消費
+ }
- if(codingModeUI != null)
+ ///
+ /// 文字列に応じて対象のバフを起動する内部メソッド
+ ///
+ private void ActivateBuffByName(string buffName)
+ {
+ switch (buffName)
{
- codingModeUI.SetActive(false);
+ case "AttackUp":
+ attackBuffTimer = buffDuration; // タイマーをリセット(上書き補給)
+ Debug.Log($"⚔️ 攻撃力UPバフ発動! 倍率: {attackBuffMultiplier} / 効果時間: {buffDuration}秒");
+ break;
+
+ case "DefenseUp":
+ defenseBuffTimer = buffDuration; // タイマーをリセット(上書き補給)
+ Debug.Log($"🛡️ 防御力UPバフ発動! 被ダメージ倍率: {defenseBuffMultiplier} / 効果時間: {buffDuration}秒");
+ break;
+
+ case "Heal":
+ ExecuteHeal(); // HP回復は即時発動
+ break;
+
+ default:
+ Debug.LogWarning($"未定義のバフ名が検出されました: {buffName}");
+ break;
+ }
+ }
+
+ ///
+ /// HP回復の即時実行処理
+ ///
+ private void ExecuteHeal()
+ {
+ Debug.Log($"💚 HP回復バフ発動! 回復量: {hpHealAmount}");
+ // 【将来の拡張】プレイヤーのHealthスクリプトが完成したら、ここに回復処理を記述します
+ // PlayerHealth.Instance.Heal(hpHealAmount);
+ }
+
+ ///
+ /// 毎フレーム、有効なバフタイマーをリアルタイムで減算する
+ ///
+ private void UpdateBuffTimers()
+ {
+ if (attackBuffTimer > 0f)
+ {
+ attackBuffTimer -= Time.deltaTime;
+ if (attackBuffTimer <= 0f) Debug.Log("⚔️ 攻撃力UPバフの効果が終了しました。");
}
- currentGauge = 0f;
+ if (defenseBuffTimer > 0f)
+ {
+ defenseBuffTimer -= Time.deltaTime;
+ if (defenseBuffTimer <= 0f) Debug.Log("🛡️ 防御力UPバフの効果が終了しました。");
+ }
}
-}
+}
\ No newline at end of file
diff --git a/Assets/Scripts/VRPunchAttack.cs b/Assets/Scripts/VRPunchAttack.cs
index 1f74a28..ea21799 100644
--- a/Assets/Scripts/VRPunchAttack.cs
+++ b/Assets/Scripts/VRPunchAttack.cs
@@ -17,14 +17,10 @@ public class VRInputPunch : MonoBehaviour
[SerializeField] private float hapticDuration = 0.1f; // 通常ヒットの振動の長さ
[Header("パリィ設定")]
- [Tooltip("パリィを成立させるために必要な最低限の手の速度 (m/s) ※構え中は速度に関係なく成功します")]
- [SerializeField] private float minParrySpeed = 1.0f;
- [Tooltip("パリィ成功時に敵がスタン(行動不能)になる時間 (秒)")]
- [SerializeField] private float parryStunDuration = 3.0f;
- [Tooltip("パリィ成功時の強力な振動の強さ (0.0 ~ 1.0)")]
- [SerializeField] private float parryHapticAmplitude = 0.9f;
- [Tooltip("パリィ成功時の強力な振動の長さ (秒)")]
- [SerializeField] private float parryHapticDuration = 0.25f;
+ [SerializeField] private float minParrySpeed = 1.0f; // パリィできるパンチとして判定する最低速度 (m/s)
+ [SerializeField] private float parryStunDuration = 3.0f; // スタン時間(秒)
+ [SerializeField] private float parryHapticAmplitude = 0.9f; // パリィ成功時の振動の強さ
+ [SerializeField] private float parryHapticDuration = 0.25f; // パリィ成功時の振動の長さ
// ─────────────────────────────────────────
private void OnEnable()
@@ -57,7 +53,7 @@ public class VRInputPunch : MonoBehaviour
Vector3 velocity = velocityAction.action.ReadValue();
float speed = velocity.magnitude;
- // ─── ★新設:【パリィ判定】当たったオブジェクトが「敵の拳」だった場合 ───
+ //【パリィ判定】当たったオブジェクトが敵の拳だった場合
if (other.CompareTag("EnemyFist"))
{
Debug.Log($"🛡️ [パリィチェック] 敵の拳と接触。プレイヤーの手の速度: {speed:F2} m/s / 構え状態: {poseDetector.IsPosing}");
@@ -72,7 +68,7 @@ public class VRInputPunch : MonoBehaviour
// 敵の攻撃コンボを強制中断し、スタン状態にする
enemyAI.TriggerParryStun(parryStunDuration);
- // パリィ成功用の強力な振動(手応え)をプレイヤーに返す
+ // パリィ成功用の強力な振動をプレイヤーに返す
TriggerHaptics(parryHapticAmplitude, parryHapticDuration);
Debug.Log($"🛡️ 【ジャストパリィ成功!】 敵の体勢を崩しました。スタン時間: {parryStunDuration}秒");
@@ -88,7 +84,7 @@ public class VRInputPunch : MonoBehaviour
// ────────────────────────────────────────────────────────────────────────
- // ─── 以下は従来の【パンチ攻撃】の処理(変更なし・ログのバグ修正のみ) ───
+ // パンチ攻撃の処理
Debug.Log($"[InputSystem接触] {other.name} に触れました。センサー速度: {speed:F2} m/s");
if (speed >= minPunchSpeed)
@@ -98,6 +94,7 @@ public class VRInputPunch : MonoBehaviour
if (damageble != null)
{
DamageInfo info = new DamageInfo();
+ // 構えからパンチするとダメージ2倍、ゲージ取得度2倍
if (poseDetector.IsPosing)
{
info.amount = (speed * damageMultiplier) * 2f;
@@ -114,10 +111,14 @@ public class VRInputPunch : MonoBehaviour
}
info.hitPosition = other.transform.position;
info.punchDirection = velocity.normalized;
+
+ if(PlayerStatusManager.Instance != null)
+ {
+ info.amount *= PlayerStatusManager.Instance.CurrentAttackMultiplier;
+ }
damageble.TakeDamage(info);
- // ※元のコードのログ出力の記述バグ($の付け忘れ)を修正しました
Debug.Log($"パンチ成功 ダメージ: {info.amount:F1}");
// 通常ヒットの振動を発生
@@ -126,14 +127,11 @@ public class VRInputPunch : MonoBehaviour
}
else
{
- // ※元のコードのログ出力の記述バグ($の付け忘れ)を修正しました
Debug.Log($"スピードが足りません。必要: {minPunchSpeed} / 現在: {speed:F2}");
}
}
- ///
/// 引数に応じて指定された強さと長さでコントローラーを振動させる
- ///
private void TriggerHaptics(float amplitude, float duration)
{
UnityEngine.XR.InputDevice device = InputDevices.GetDeviceAtXRNode(controllerNode);
diff --git a/Assets/Scripts/VRUIDoorFaceFollow.cs b/Assets/Scripts/VRUIDoorFaceFollow.cs
new file mode 100644
index 0000000..7f21cc0
--- /dev/null
+++ b/Assets/Scripts/VRUIDoorFaceFollow.cs
@@ -0,0 +1,79 @@
+using UnityEngine;
+
+// World Space Canvas をプレイヤーの真正面に移動させ、開いている間はプレイヤーの視点に滑らかに追従させるスクリプト
+public class VRUIDoorFaceFollow : MonoBehaviour
+{
+ [SerializeField] private Transform vrCameraTransform;
+
+ [Header("配置・追従のパラメータ")]
+ [SerializeField] private float forwardDistance = 0.5f;
+ [SerializeField] private float heightOffset = -0.1f;
+ [SerializeField] private float followSpeed = 5.0f;
+
+ // 画面がアクティブ(表示)になった瞬間を検知するためのフラグ
+ private bool wasActiveLastFrame = false;
+
+ private void Start()
+ {
+ // カメラが未設定の場合は、シーン内からメインカメラを自動取得
+ if (vrCameraTransform == null && Camera.main != null)
+ {
+ vrCameraTransform = Camera.main.transform;
+ }
+ }
+
+ // 全体の時間が止まっている(Time.timeScale = 0)間でも動作させるため、カメラ移動の後に実行される LateUpdate を使用します
+ private void LateUpdate()
+ {
+ if (vrCameraTransform == null) return;
+
+ // このオブジェクト(UI画面)が有効化された「最初のフレーム」の処理
+ if (!wasActiveLastFrame)
+ {
+ // 開いた瞬間は、プレイヤーの今の向きの「完全な正面」に瞬間移動させる(遅れてついてくるのを防ぐため)
+ SetInitialPosition();
+ wasActiveLastFrame = true;
+ return;
+ }
+
+ // 毎フレームの滑らかな追従処理
+ SmoothFollowPlayer();
+ }
+
+ private void OnDisable()
+ {
+ // 画面が閉じられたらフラグをリセットする
+ wasActiveLastFrame = false;
+ }
+
+ /// 画面が開いた瞬間に、プレイヤーの正面の正しい位置・向きに強制配置する
+ private void SetInitialPosition()
+ {
+ // カメラの位置から、カメラが向いている正面方向に一定距離進んだ座標を計算
+ Vector3 targetPosition = vrCameraTransform.position + (vrCameraTransform.forward * forwardDistance);
+ targetPosition.y += heightOffset; // 高さを微調整
+
+ transform.position = targetPosition;
+
+ // 画面の向きをプレイヤー(カメラ)の方向に向ける(背を向けないようにする)
+ // UIパネルがプレイヤー側を正面にするよう、LookAtの後に180度回転させて裏返りを防ぎます
+ transform.LookAt(vrCameraTransform.position);
+ transform.Rotate(0, 180, 0);
+ }
+
+ /// プレイヤーが首を動かしたり移動したりした際、画面を滑らかについてこさせる
+ private void SmoothFollowPlayer()
+ {
+ // 目的地(目標座標)の計算
+ Vector3 targetPosition = vrCameraTransform.position + (vrCameraTransform.forward * forwardDistance);
+ targetPosition.y += heightOffset;
+
+ // Time.timeScale = 0 でも動かすため、Time.unscaledDeltaTime を使用
+ // 現在位置から目標位置まで滑らかに補間移動(Lerp)させる
+ transform.position = Vector3.Lerp(transform.position, targetPosition, Time.unscaledDeltaTime * followSpeed);
+
+ // 向きも滑らかに補間(Slerp)してプレイヤーの方を向かせ続ける
+ Quaternion targetRotation = Quaternion.LookRotation(transform.position - vrCameraTransform.position);
+ transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, Time.unscaledDeltaTime * followSpeed);
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/VRUIDoorFaceFollow.cs.meta b/Assets/Scripts/VRUIDoorFaceFollow.cs.meta
new file mode 100644
index 0000000..dfaed7a
--- /dev/null
+++ b/Assets/Scripts/VRUIDoorFaceFollow.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 97e7b0ef50eb0934e84c6f6f7c3ed536
\ No newline at end of file
diff --git a/Assets/XR/Settings/OpenXRPackageSettings.asset b/Assets/XR/Settings/OpenXRPackageSettings.asset
index 312c3cc..7154d7e 100644
--- a/Assets/XR/Settings/OpenXRPackageSettings.asset
+++ b/Assets/XR/Settings/OpenXRPackageSettings.asset
@@ -1179,8 +1179,8 @@ MonoBehaviour:
features:
- {fileID: 7011443450567333355}
- {fileID: -671281728444007487}
- - {fileID: -901939997048047619}
- - {fileID: -1734471456787174204}
+ - {fileID: 6956056911768161135}
+ - {fileID: -6387251413244805544}
- {fileID: 8980318060753866109}
- {fileID: -6559185765804338520}
- {fileID: -4756202077021157709}
@@ -1191,7 +1191,7 @@ MonoBehaviour:
- {fileID: 348827886137839178}
- {fileID: -7499073031166464939}
- {fileID: 7666556398442971420}
- - {fileID: -7343570946846779558}
+ - {fileID: -142859899272520151}
- {fileID: 3985858319333531581}
- {fileID: -6511185071715886993}
- {fileID: -4363231183632145407}