攻撃できるようになりました

This commit is contained in:
KawakamiKento
2026-05-25 17:04:25 +09:00
parent 4f79131ae7
commit 17c8750e47
9 changed files with 440 additions and 1 deletions

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using System;
using UnityEngine;
public class EnemyHealth : MonoBehaviour, IDamageble
{
[SerializeField] private float maxHealth = 100f;
private float currentHealth;
[SerializeField] private float knockbackForce = 5f;
private Rigidbody rb;
void Start()
{
currentHealth = maxHealth; //HPを代入
rb = GetComponent<Rigidbody>();
}
public void TakeDamage(DamageInfo damageInfo)
{
if(currentHealth <= 0) return;
currentHealth -= damageInfo.amount; //ダメージ計算
if(damageInfo.isPoseBonus)
{
Debug.Log("構えボーナス");
}
if(rb != null) //ノックバック
{
rb.AddForce(damageInfo.punchDirection * knockbackForce, ForceMode.Impulse); //パンチが飛んできた方向に力を加える
}
if(currentHealth <= 0)
{
Die();
}
}
private void Die()
{
Destroy(gameObject, 0.5f);
}
}

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using UnityEngine;
public struct DamageInfo
{
public float amount; //ダメージ量
public Vector3 hitPosition; //殴られた位置
public Vector3 punchDirection; //パンチが飛んできた方向(ノックバック用)
public bool isPoseBonus; //構えから攻撃かどうか
}
public interface IDamageble
{
void TakeDamage(DamageInfo damageInfo);
}

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using UnityEngine;
using UnityEngine.InputSystem; // Input Systemを使うために必要
using UnityEngine.XR; // 振動機能のために必要
[RequireComponent(typeof(Collider))]
[RequireComponent(typeof(Rigidbody))]
public class VRInputPunch : MonoBehaviour
{
[SerializeField] private InputActionProperty velocityAction;
[SerializeField] private XRNode controllerNode = XRNode.RightHand;
[SerializeField] private float minPunchSpeed = 2.0f; //パンチとして判定する最低速度 (m/s)
[SerializeField] private float damageMultiplier = 10.0f; //ダメージ倍率
[SerializeField] private float hapticAmplitude = 0.5f; //振動の強さ
[SerializeField] private float hapticDuration = 0.1f; //振動の長さ
private void OnEnable()
{
if (velocityAction.action != null)
{
velocityAction.action.Enable();
}
}
private void OnDisable()
{
if (velocityAction.action != null)
{
velocityAction.action.Disable();
}
}
void Start()
{
Rigidbody rb = GetComponent<Rigidbody>();
rb.isKinematic = true;
rb.useGravity = false;
GetComponent<Collider>().isTrigger = true;
}
private void OnTriggerEnter(Collider other)
{
Vector3 velocity = velocityAction.action.ReadValue<Vector3>();
float speed = velocity.magnitude;
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)
{
IDamageble damageble = other.GetComponentInParent<IDamageble>();
if (damageble != null)
{
DamageInfo info = new DamageInfo();
info.amount = speed * damageMultiplier;
info.hitPosition = other.transform.position;
info.punchDirection = velocity.normalized; //パンチの進む向き
info.isPoseBonus = false;
damageble.TakeDamage(info);
Debug.Log("パンチ成功 ダメージ: {damage:F1}");
TriggerHaptics();
}
else
{
Debug.Log("スピードが足りません。必要: {minPunchSpeed} / 現在: {speed:F2}");
}
}
}
// コントローラーを振動させる処理
private void TriggerHaptics()
{
UnityEngine.XR.InputDevice device = InputDevices.GetDeviceAtXRNode(controllerNode);
if (device.isValid)
{
device.SendHapticImpulse(0, hapticAmplitude, hapticDuration);
}
}
}

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