ボスに着手

This commit is contained in:
ohgushiyuga
2026-07-01 14:08:37 +09:00
parent dd01960204
commit 30ce9cbd0e
12 changed files with 995 additions and 20 deletions

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using UnityEngine;
using UnityEngine.AI;
using System.Collections.Generic;
[RequireComponent(typeof(NavMeshAgent))]
[RequireComponent(typeof(Animator))]
public class BossController : MonoBehaviour
{
#region
[Header("ステータス設定")]
[SerializeField] private float maxHp = 500f;
[SerializeField] private float currentHp = 500f;
[SerializeField] public float chaseRange = 15f;
[SerializeField] public float biteRange = 2.5f;
[Header("必殺技(天井)設定")]
[Tooltip("天井の待機座標となる空のGameObjectのTransformを指定してください")]
[SerializeField] public Transform ceilingAnchor;
[Tooltip("地上に戻る際の、中央の着地座標のTransformを指定してください")]
[SerializeField] public Transform groundAnchor;
[Tooltip("天井から糸を発射する範囲の広さ")]
[SerializeField] public float attackRadius = 10f;
[Tooltip("糸が降る前の予兆マークのPrefab")]
[SerializeField] private GameObject warningMarkerPrefab;
[Tooltip("地面に残る糸コライダー鈍足スクリプト付きのPrefab")]
[SerializeField] private GameObject webPrefab;
[Header("突進(体当たり)設定")]
[SerializeField] public float chargeSpeed = 12f;
[SerializeField] public float chargeDuration = 1.5f;
#endregion
#region
[HideInInspector] public NavMeshAgent Agent { get; private set; }
[HideInInspector] public Animator Anim { get; private set; }
[HideInInspector] public Transform Player { get; private set; }
#endregion
#region FSM
private ISpiderState currentState;
// ステートのインスタンスをキャッシュ(ガベージコレクションの発生を抑える)
private Dictionary<System.Type, ISpiderState> stateCache;
// フェーズ管理用フラグ50%と25%のトリガー管理)
private bool triggered50 = false;
private bool triggered25 = false;
public bool PendingUltimate { get; set; } = false; // 必殺技の発動権があるか
#endregion
private void Awake()
{
Agent = GetComponent<NavMeshAgent>();
Anim = GetComponent<Animator>();
GameObject pObj = GameObject.FindGameObjectWithTag("Player");
if (pObj != null) Player = pObj.transform;
InitializeFSM();
}
private void InitializeFSM()
{
stateCache = new Dictionary<System.Type, ISpiderState>
{
{ typeof(SpiderIdleState), new SpiderIdleState(this) },
{ typeof(SpiderChaseState), new SpiderChaseState(this) },
{ typeof(SpiderBiteState), new SpiderBiteState(this) },
{ typeof(SpiderChargeState), new SpiderChargeState(this) },
{ typeof(SpiderJumpToCeilingState), new SpiderJumpToCeilingState(this) },
{ typeof(SpiderCeilingAttackState), new SpiderCeilingAttackState(this) },
{ typeof(SpiderStunState), new SpiderStunState(this) }
};
// 初期ステートをIdleに設定
ChangeState<SpiderIdleState>();
}
private void Update()
{
// 現在のステートのUpdate処理を実行ポリモーフィズム
currentState?.UpdateState();
}
/// <summary>
/// オブジェクト指向に基づいた、型安全なステート遷移メソッド
/// </summary>
public void ChangeState<T>() where T : ISpiderState
{
if (currentState != null)
{
currentState.ExitState();
Debug.Log($"🕷️ BossSpider [Exit]: {currentState.GetType().Name}");
}
currentState = stateCache[typeof(T)];
Debug.Log($"🕷️ BossSpider [Enter]: {currentState.GetType().Name}");
currentState.EnterState();
}
/// <summary>
/// ダメージを受け取る外部窓口。HPトリガーによるフェーズ遷移をここで監視する
/// </summary>
public void TakeDamage(float damage)
{
currentHp -= damage;
currentHp = Mathf.Clamp(currentHp, 0, maxHp);
float hpPercentage = (currentHp / maxHp) * 100f;
Debug.Log($"💥 ボスに {damage} ダメージ。残りHP: {hpPercentage:F1}%");
// 25%以下カットのトリガー
if (hpPercentage <= 25f && !triggered25)
{
triggered25 = true;
PendingUltimate = true;
TriggerPhaseTransition();
}
// 50%以下カットのトリガー
else if (hpPercentage <= 50f && !triggered50 && hpPercentage > 25f)
{
triggered50 = true;
PendingUltimate = true;
TriggerPhaseTransition();
}
}
private void TriggerPhaseTransition()
{
// 咆哮、ジャンプ、スタン中以外であれば、現在の行動をキャンセルして即座に天井へエスケープ
if (currentState is not SpiderJumpToCeilingState &&
currentState is not SpiderCeilingAttackState &&
currentState is not SpiderStunState)
{
ChangeState<SpiderJumpToCeilingState>();
}
}
/// <summary>
/// 【パリィ連携窓口】プレイヤーのVRInputPunchなどから、パリィ成功時にこのメソッドが叩かれる
/// </summary>
public void TriggerParryStun()
{
// パリィを受け付ける攻撃ステート(噛みつき、体当たり)のときのみスタンに移行する
if (currentState is SpiderBiteState || currentState is SpiderChargeState)
{
ChangeState<SpiderStunState>();
}
}
#region
public void SpawnWarningAndWeb(Vector3 targetGroundPos, float delay, float webDuration)
{
StartCoroutine(SpawnWebRoutine(targetGroundPos, delay, webDuration));
}
private System.Collections.IEnumerator SpawnWebRoutine(Vector3 pos, float delay, float duration)
{
// 1. 地面に予兆マークを生成
GameObject marker = null;
if (warningMarkerPrefab != null)
{
marker = Instantiate(warningMarkerPrefab, pos + new Vector3(0, 0.02f, 0), Quaternion.identity);
}
yield return new WaitForSeconds(delay);
// 2. 予兆マークを消し、本物の糸オブジェクトを生成
if (marker != null) Destroy(marker);
if (webPrefab != null)
{
GameObject web = Instantiate(webPrefab, pos, Quaternion.identity);
Destroy(web, duration); // 数秒後に自動消滅
}
}
#endregion
}
#region 1.
public interface ISpiderState
{
void EnterState();
void UpdateState();
void ExitState();
}
#endregion

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fileFormatVersion: 2
guid: 60f7f85851ff9b544a35d5dbe1a21285

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using UnityEngine;
public class SlowWebArea : MonoBehaviour
{
[SerializeField] private float damagePerSecond = 5f;
private float damageTimer = 0f;
private void OnTriggerStay(Collider other)
{
if (other.CompareTag("Player"))
{
// ★鈍足効果の適用演出
// プレイヤーの移動スクリプトに対し、一時的な速度デバフ(例: Speed * 0.3f)を掛けます
// ここでは設計の切り離しのため、ログ出力のみとしています
Debug.LogWarning("🕸️ プレイヤーが蜘蛛の糸に囚われている! 【鈍足化デバフ発動中】");
// スリップダメージ1秒ごとに継続ダメージ
damageTimer += Time.deltaTime;
if (damageTimer >= 1.0f)
{
// プレイヤーのHealthコンポーネントにダメージを通知
// other.GetComponent<PlayerHealth>()?.TakeDamage(damagePerSecond);
Debug.Log($"🕸️ 糸によるスリップダメージ: {damagePerSecond}");
damageTimer = 0f;
}
}
}
private void OnTriggerExit(Collider other)
{
if (other.CompareTag("Player"))
{
Debug.Log("🏃 プレイヤーが糸の範囲から脱出。 鈍足効果解除。");
}
}
}

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fileFormatVersion: 2
guid: 0926e85a7d8a1a349a8e4e6e2ddfa0a5

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using UnityEngine;
// ==========================================
// ■ STATE: IDLE (待機状態)
// ==========================================
public class SpiderIdleState : ISpiderState
{
private BossController boss;
public SpiderIdleState(BossController owner) => boss = owner;
public void EnterState() => boss.Anim.SetTrigger("Idle");
public void ExitState() { }
public void UpdateState()
{
if (boss.Player == null) return;
// プレイヤーを検知したら即座に追跡へ
if (Vector3.Distance(boss.transform.position, boss.Player.position) <= boss.chaseRange)
{
boss.ChangeState<SpiderChaseState>();
}
}
}
// ==========================================
// ■ STATE: CHASE (追跡・行動分岐状態)
// ==========================================
public class SpiderChaseState : ISpiderState
{
private BossController boss;
private float decisionCooldown = 0f;
public SpiderChaseState(BossController owner) => boss = owner;
public void EnterState() => boss.Agent.isStopped = false;
public void ExitState() => boss.Agent.isStopped = true;
public void UpdateState()
{
if (boss.Player == null) return;
// NavMeshでの追従
boss.Agent.SetDestination(boss.Player.position);
boss.Anim.SetFloat("Speed", boss.Agent.velocity.magnitude);
// ディシジョン(思考)タイマーの更新
decisionCooldown -= Time.deltaTime;
if (decisionCooldown > 0f) return;
float distance = Vector3.Distance(boss.transform.position, boss.Player.position);
// 1. 至近距離 ➔ 通常噛みつき
if (distance <= boss.biteRange)
{
boss.ChangeState<SpiderBiteState>();
decisionCooldown = 2f;
}
// 2. 中距離 ➔ 走って体当たり攻撃
else if (distance > boss.biteRange && distance <= boss.chaseRange * 0.6f)
{
boss.ChangeState<SpiderChargeState>();
decisionCooldown = 5f;
}
}
}
// ==========================================
// ■ STATE: BITE (通常噛みつき - パリィ可)
// ==========================================
public class SpiderBiteState : ISpiderState
{
private BossController boss;
private float stateTimer;
public SpiderBiteState(BossController owner) => boss = owner;
public void EnterState()
{
stateTimer = 1.5f; // 攻撃アニメーションの想定想定想定
boss.Anim.SetTrigger("Attack_Bite");
Debug.Log("🎯 蜘蛛ボス:噛みつき攻撃!(パリィ受付中)");
}
public void ExitState() { }
public void UpdateState()
{
stateTimer -= Time.deltaTime;
if (stateTimer <= 0f)
{
// 攻撃が終わったら、フェーズ移行チェックを挟みつつ追跡に戻る
if (boss.PendingUltimate) boss.ChangeState<SpiderJumpToCeilingState>();
else boss.ChangeState<SpiderChaseState>();
}
}
}
// ==========================================
// ■ STATE: CHARGE (走って体当たり突進 - パリィ可)
// ==========================================
public class SpiderChargeState : ISpiderState
{
private BossController boss;
private float roarTimer;
private float chargeTimer;
private Vector3 chargeDirection;
private bool isChargingPhase;
public SpiderChargeState(BossController owner) => boss = owner;
public void EnterState()
{
roarTimer = 1.5f;
chargeTimer = boss.chargeDuration;
isChargingPhase = false;
boss.Agent.enabled = false; // 移動をマニュアル制御するためNavMeshを切る
// 1. まず「威嚇の咆哮」アニメーションをトリガー
boss.Anim.SetTrigger("Attack_Roar");
Debug.Log("🔊 蜘蛛ボス:走る前に威嚇の咆哮中...(この間にプレイヤーはパリィの構えが可能)");
}
public void ExitState()
{
boss.Anim.SetBool("IsCharging", false);
boss.Agent.enabled = true;
}
public void UpdateState()
{
// フェーズ1威嚇中その場で動かない
if (!isChargingPhase)
{
roarTimer -= Time.deltaTime;
// 威嚇中もプレイヤーの方向をじっと見据える(ロックオン演出)
if (boss.Player != null)
{
Vector3 lookDir = (boss.Player.position - boss.transform.position).normalized;
lookDir.y = 0;
if (lookDir != Vector3.zero) boss.transform.rotation = Quaternion.Slerp(boss.transform.rotation, Quaternion.LookRotation(lookDir), Time.deltaTime * 5f);
}
if (roarTimer <= 0f)
{
// 威嚇終了、ここから本番の突進フェーズへ
isChargingPhase = true;
boss.Anim.SetTrigger("ChargeStart");
boss.Anim.SetBool("IsCharging", true);
if (boss.Player != null)
{
chargeDirection = (boss.Player.position - boss.transform.position).normalized;
chargeDirection.y = 0;
boss.transform.rotation = Quaternion.LookRotation(chargeDirection);
}
}
return;
}
// フェーズ2突進中直線移動を実行。ここからプレイヤーはパリィ可能
boss.transform.position += chargeDirection * boss.chargeSpeed * Time.deltaTime;
chargeTimer -= Time.deltaTime;
if (chargeTimer <= 0f)
{
boss.ChangeState<SpiderChaseState>();
}
}
}
// ==========================================
// ■ STATE: JUMP TO CEILING (天井への大ジャンプ)
// ==========================================
public class SpiderJumpToCeilingState : ISpiderState
{
private BossController boss;
private float roarTimer;
private float jumpProgress;
private Vector3 startPos;
private bool isJumpingPhase;
public SpiderJumpToCeilingState(BossController owner) => boss = owner;
public void EnterState()
{
roarTimer = 2.0f; // ★天井に飛ぶ前の大威嚇の時間 (2.0秒)
jumpProgress = 0f;
startPos = boss.transform.position;
isJumpingPhase = false;
boss.Agent.enabled = false;
// 1. 必殺技移行を知らせる威嚇の咆哮
boss.Anim.SetTrigger("Attack_Roar");
Debug.Log("🚨 蜘蛛ボス:必殺技前の一大威嚇(咆哮)! このあと天井へ飛びます。");
}
public void ExitState() { }
public void UpdateState()
{
// フェーズ1飛び立つ前の威嚇ポーズその場で足止め
if (!isJumpingPhase)
{
roarTimer -= Time.deltaTime;
if (roarTimer <= 0f)
{
isJumpingPhase = true;
boss.Anim.SetTrigger("JumpUp"); // ジャンプアニメーションへ
}
return;
}
// フェーズ2本来の大ジャンプ空中移動
if (boss.ceilingAnchor == null) return;
jumpProgress += Time.unscaledDeltaTime * 1.5f;
Vector3 currentPos = Vector3.Lerp(startPos, boss.ceilingAnchor.position, jumpProgress);
currentPos.y += Mathf.Sin(jumpProgress * Mathf.PI) * 3f;
boss.transform.position = currentPos;
if (jumpProgress >= 1f)
{
boss.transform.position = boss.ceilingAnchor.position;
boss.ChangeState<SpiderCeilingAttackState>();
}
}
}
// ==========================================
// ■ STATE: CEILING ATTACK (必殺技:天井糸吐き)
// ==========================================
public class SpiderCeilingAttackState : ISpiderState
{
private BossController boss;
private float stateDuration = 7.0f; // 必殺技全体の長さ(秒)
private float shotInterval = 0.4f; // 糸を降らせる間隔
private float timer = 0f;
private float shotTimer = 0f;
public SpiderCeilingAttackState(BossController owner) => boss = owner;
public void EnterState()
{
timer = stateDuration;
shotTimer = 0f;
boss.Anim.SetBool("IsOnCeiling", true);
boss.PendingUltimate = false; // 発動権を消化
Debug.Log("🕸️ 蜘蛛ボス:天井から無数の糸を乱射中!");
}
public void ExitState()
{
boss.Anim.SetBool("IsOnCeiling", false);
// 地上の着地座標へ位置をリセットしてNavMeshを復帰
if (boss.groundAnchor != null) boss.transform.position = boss.groundAnchor.position;
boss.Agent.enabled = true;
boss.Anim.SetTrigger("Land");
}
public void UpdateState()
{
timer -= Time.deltaTime;
shotTimer -= Time.deltaTime;
if (shotTimer <= 0f)
{
ExecuteRandomWebAttack();
shotTimer = shotInterval;
}
// 時間が来たら、地上へ復帰
if (timer <= 0f)
{
boss.ChangeState<SpiderChaseState>();
}
}
private void ExecuteRandomWebAttack()
{
// ボスの中央(地上座標)を基準に、ランダムな円内に糸を降らせる
Vector2 randomCircle = Random.insideUnitCircle * boss.attackRadius;
Vector3 targetGroundPos = new Vector3(
boss.groundAnchor.position.x + randomCircle.x,
boss.groundAnchor.position.y,
boss.groundAnchor.position.z + randomCircle.y
);
// 予兆を出し、1.0秒後に2.5秒間残る糸を生成する
boss.SpawnWarningAndWeb(targetGroundPos, 1.0f, 2.5f);
}
}
// ==========================================
// ■ STATE: STUN (チャンスタイム - パリィ成功時)
// ==========================================
public class SpiderStunState : ISpiderState
{
private BossController boss;
private float stunTimer;
public SpiderStunState(BossController owner) => boss = owner;
public void EnterState()
{
stunTimer = 4.0f; // 4秒間の完全な無防備状態チャンスタイム
boss.Anim.SetTrigger("StunStart");
boss.Anim.SetBool("IsStunned", true);
if (boss.Agent.enabled) boss.Agent.isStopped = true;
Debug.Log("🛡️ パリィ成功! 蜘蛛ボスがひっくり返ってスタン中! チャンスタイム!");
}
public void ExitState()
{
boss.Anim.SetBool("IsStunned", false);
if (boss.Agent.enabled) boss.Agent.isStopped = false;
}
public void UpdateState()
{
stunTimer -= Time.deltaTime;
if (stunTimer <= 0f)
{
// スンが明けたら、もしHPトリガーが裏で引かれていれば優先して天井へ
if (boss.PendingUltimate) boss.ChangeState<SpiderJumpToCeilingState>();
else boss.ChangeState<SpiderChaseState>();
}
}
}

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fileFormatVersion: 2
guid: 67c8b05cbdd96694cbb2b2ef0a5efdd6

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@@ -42,7 +42,7 @@ public class VRInputPunch : MonoBehaviour
void Start()
{
Rigidbody rb = GetComponent<Rigidbody>();
rb.isKinematic = true;
rb.isKinematic = true;
rb.useGravity = false;
GetComponent<Collider>().isTrigger = true;
}
@@ -70,11 +70,17 @@ public class VRInputPunch : MonoBehaviour
// 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($"🛡️ 【ジャストパリィ成功!】 敵の体勢を崩しました。スタン時間: {parryStunDuration}秒");
return; // パリィが成立した場合は以降のパンチ処理は行わない
}
}
BossController boss = other.GetComponentInParent<BossController>();
if (boss != null)
{
// ボスにパリィ成立を通知(噛みつき・突進中であれば自動でスタンへ移行)
boss.TriggerParryStun();
}
else
{
Debug.Log("🧱 ガード(または速度不足):敵の攻撃は防いだが、弾き返せなかった。");
@@ -100,27 +106,27 @@ public class VRInputPunch : MonoBehaviour
info.amount = (speed * damageMultiplier) * 2f;
info.isPoseBonus = true;
if(PlayerStatusManager.Instance != null) PlayerStatusManager.Instance.AddGauge(20f);
if (PlayerStatusManager.Instance != null) PlayerStatusManager.Instance.AddGauge(20f);
}
else
{
info.amount = speed * damageMultiplier;
info.isPoseBonus = false;
if(PlayerStatusManager.Instance != null) PlayerStatusManager.Instance.AddGauge(10f);
if (PlayerStatusManager.Instance != null) PlayerStatusManager.Instance.AddGauge(10f);
}
info.hitPosition = other.transform.position;
info.punchDirection = velocity.normalized;
info.punchDirection = velocity.normalized;
if(PlayerStatusManager.Instance != null)
if (PlayerStatusManager.Instance != null)
{
info.amount *= PlayerStatusManager.Instance.CurrentAttackMultiplier;
}
damageble.TakeDamage(info);
Debug.Log($"パンチ成功 ダメージ: {info.amount:F1}");
// 通常ヒットの振動を発生
TriggerHaptics(hapticAmplitude, hapticDuration);
}