構えの処理を追加

This commit is contained in:
KawakamiKento
2026-05-26 13:45:53 +09:00
parent 17c8750e47
commit 1a78937c4b
4 changed files with 116 additions and 2 deletions

View File

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@@ -17285,6 +17298,7 @@ MonoBehaviour:
m_Flags: 0
m_Reference: {fileID: 1927926602}
controllerNode: 5
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minPunchSpeed: 0.1
damageMultiplier: 10
hapticAmplitude: 0.5
@@ -17337,6 +17351,11 @@ Rigidbody:
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@@ -0,0 +1,58 @@
using UnityEngine;
public class VRInputPoseDetector : MonoBehaviour
{
[SerializeField] private Transform headTransform;
[SerializeField] private Transform rightHandTransform;
[SerializeField] private Transform leftHandTransform;
[SerializeField] private float minForwardDistance = 0.15f;
[SerializeField] private float maxForwardDistance = 0.5f;
[SerializeField] private float minHeightOffset = -0.35f;
[SerializeField] private float maxHeightOffset = -0.1f;
[SerializeField] private float requiredPoseTime = -0.3f;
private float poseTimer = 0f;
private bool isPoseMainTained = false;
public bool IsPosing => isPoseMainTained;
void Update()
{
if(headTransform == null || rightHandTransform == null || leftHandTransform == null) return;
//両手の世界座標を頭を中心としたローカル座標に変換
Vector3 localRightHand = headTransform.InverseTransformPoint(rightHandTransform.position);
Vector3 localLeftHand = headTransform.InverseTransformPoint(leftHandTransform.position);
//両手が構え範囲に入っているかチェック
bool isRightHandGuarding = CheckHandPosition(localRightHand);
bool isLeftHandGuarding = CheckHandPosition(localLeftHand);
//両手が構え範囲にある場合のタイマー処理
if(isRightHandGuarding && isLeftHandGuarding)
{
poseTimer += Time.deltaTime;
if(poseTimer >= requiredPoseTime && !isPoseMainTained)
{
isPoseMainTained = true;
Debug.Log("kamaeseikou");
}
}
else
{
poseTimer = 0f;
if(isPoseMainTained)
{
isPoseMainTained = false;
Debug.Log("kamaesippai");
}
}
}
//
private bool CheckHandPosition(Vector3 localHandPos)
{
bool inForwardRange = localHandPos.z >= minForwardDistance && localHandPos.z <= maxForwardDistance; //Z軸:頭より前に手があるか
bool inHeightRange = localHandPos.y >= minHeightOffset && localHandPos.y <= maxHeightOffset; //Y軸:手の高さが適切か
return inForwardRange && inHeightRange;
}
}

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View File

@@ -10,6 +10,8 @@ public class VRInputPunch : MonoBehaviour
[SerializeField] private XRNode controllerNode = XRNode.RightHand;
[SerializeField] private VRInputPoseDetector poseDetector;
[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
@@ -56,10 +58,18 @@ public class VRInputPunch : MonoBehaviour
if (damageble != null)
{
DamageInfo info = new DamageInfo();
if(poseDetector.IsPosing)
{
info.amount = (speed * damageMultiplier) * 2f;
info.isPoseBonus = true;
}
else
{
info.amount = speed * damageMultiplier;
info.isPoseBonus = false;
}
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}");