Codingモード研究中
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|
||||
- _SrcBlendAlpha: 1
|
||||
- _Surface: 0
|
||||
- _WorkflowMode: 1
|
||||
- _XRMotionVectorsPass: 1
|
||||
- _ZWrite: 1
|
||||
m_Colors:
|
||||
- _BaseColor: {r: 1, g: 0, b: 0, a: 1}
|
||||
- _Color: {r: 1, g: 0, b: 0, a: 1}
|
||||
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
|
||||
- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
|
||||
m_BuildTextureStacks: []
|
||||
m_AllowLocking: 1
|
||||
8
Assets/Material/New Material.mat.meta
Normal file
8
Assets/Material/New Material.mat.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8f047b861e188db4492aa9d5ef2c408e
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 2100000
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,30 +1,63 @@
|
||||
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; }
|
||||
|
||||
[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)
|
||||
/// <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()
|
||||
@@ -39,27 +72,28 @@ public class PlayerStatusManager : MonoBehaviour
|
||||
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)
|
||||
{
|
||||
codingModeUI.SetActive(false);
|
||||
}
|
||||
if (codingModeUI != null) codingModeUI.SetActive(false);
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
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)
|
||||
{
|
||||
UpdateBuffTimers();
|
||||
}
|
||||
}
|
||||
|
||||
public void AddGauge(float amout)
|
||||
public void AddGauge(float amount)
|
||||
{
|
||||
if (isCodingMode) return;
|
||||
|
||||
currentGauge += amout;
|
||||
currentGauge += amount;
|
||||
currentGauge = Mathf.Clamp(currentGauge, 0f, maxGauge);
|
||||
Debug.Log($"🔋 共通ゲージ増加: {currentGauge} / {maxGauge}");
|
||||
}
|
||||
|
||||
private void CheckComboInput()
|
||||
@@ -67,7 +101,7 @@ public class PlayerStatusManager : MonoBehaviour
|
||||
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)
|
||||
{
|
||||
@@ -77,39 +111,85 @@ public class PlayerStatusManager : MonoBehaviour
|
||||
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)
|
||||
{
|
||||
codingModeUI.SetActive(false);
|
||||
switch (buffName)
|
||||
{
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
currentGauge = 0f;
|
||||
/// <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。");
|
||||
}
|
||||
|
||||
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。");
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -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<Vector3>();
|
||||
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;
|
||||
@@ -115,9 +112,13 @@ 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}");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 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
|
||||
/// </summary>
|
||||
private void TriggerHaptics(float amplitude, float duration)
|
||||
{
|
||||
UnityEngine.XR.InputDevice device = InputDevices.GetDeviceAtXRNode(controllerNode);
|
||||
|
||||
79
Assets/Scripts/VRUIDoorFaceFollow.cs
Normal file
79
Assets/Scripts/VRUIDoorFaceFollow.cs
Normal file
@@ -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);
|
||||
}
|
||||
}
|
||||
2
Assets/Scripts/VRUIDoorFaceFollow.cs.meta
Normal file
2
Assets/Scripts/VRUIDoorFaceFollow.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 97e7b0ef50eb0934e84c6f6f7c3ed536
|
||||
@@ -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}
|
||||
|
||||
Reference in New Issue
Block a user