Codingモード研究中

This commit is contained in:
ohgushiyuga
2026-06-09 12:37:09 +09:00
parent d900c0aa47
commit 14ebaa11be
13 changed files with 1733 additions and 83 deletions

View File

@@ -1,115 +1,195 @@
using UnityEngine;
using UnityEngine.InputSystem;
using System.Collections;
/// <summary>
/// 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
/// </summary>
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
/// <summary> 現在攻撃力UPバフが有効かどうか </summary>
public bool IsAttackBuffActive => attackBuffTimer > 0f;
/// <summary> 現在防御力UPバフが有効かどうか </summary>
public bool IsDefenseBuffActive => defenseBuffTimer > 0f;
/// <summary> 現在の攻撃力倍率を返すバフなしなら1.0倍) </summary>
public float CurrentAttackMultiplier => IsAttackBuffActive ? attackBuffMultiplier : 1.0f;
/// <summary> 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) </summary>
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<float>() > 0.5f;
bool zrPressed = zlButtonAction.action.triggered && zrButtonAction.action.ReadValue<float>() > 0.5f;
bool zrPressed = zrButtonAction.action.triggered && zrButtonAction.action.ReadValue<float>() > 0.5f;
if(!isCodingMode && currentGauge >= maxGauge)
if (!isCodingMode && currentGauge >= maxGauge)
{
if((zlPressed && zrButtonAction.action.ReadValue<float>() > 0.5f) ||
(zrPressed && zlButtonAction.action.ReadValue<float>() > 0.5f))
if ((zlPressed && zrButtonAction.action.ReadValue<float>() > 0.5f) ||
(zrPressed && zlButtonAction.action.ReadValue<float>() > 0.5f))
{
StartCodingMode();
}
}
else if(isCodingMode)
{
if((zlPressed && zrButtonAction.action.ReadValue<float>() > 0.5f) ||
(zrPressed && zlButtonAction.action.ReadValue<float>() > 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()
/// <summary>
/// ★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
/// </summary>
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)
/// <summary>
/// 文字列に応じて対象のバフを起動する内部メソッド
/// </summary>
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;
}
}
/// <summary>
/// HP回復の即時実行処理
/// </summary>
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);
}
/// <summary>
/// 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
/// </summary>
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。");
}
}
}
}