敵AI Ver.1
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using UnityEngine;
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using UnityEngine.AI;
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using System.Collections;
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[RequireComponent(typeof(NavMeshAgent))]
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public class EnemyAI : MonoBehaviour
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{
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// 敵の状態を定義する列挙型(FSM)
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public enum AIState { Wander, Chase }
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[Header("現在の状態")]
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[SerializeField] private AIState currentState = AIState.Wander;
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[Header("索敵設定")]
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[Tooltip("プレイヤーを検知する距離")]
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[SerializeField] private float detectionRange = 10f;
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[Tooltip("プレイヤーを見失う距離(検知距離より広く設定するのがコツ)")]
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[SerializeField] private float loseRange = 15f;
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[Tooltip("プレイヤーのタグ名")]
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[SerializeField] private string playerTag = "Player";
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[Header("徘徊(Wander)設定")]
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[SerializeField] private float wanderRadius = 8f;
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[SerializeField] private float minWaitTime = 0.1f;
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[SerializeField] private float maxWaitTime = 1f;
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[Tooltip("目的地に向けて移動を開始してから、何秒で諦めるか")]
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[SerializeField] private float wanderTimeout = 7f;
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private NavMeshAgent agent;
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private Transform playerTransform;
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private bool isWandering = false;
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void Start()
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{
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agent = GetComponent<NavMeshAgent>();
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// 負荷軽減のため、AIの思考ループをコルーチンで開始(毎フレーム Update で処理しない)
|
||||
StartCoroutine(AILoop());
|
||||
}
|
||||
|
||||
// AIの意思決定を行うメインループ(0.2秒ごとに実行して負荷を劇的に下げる)
|
||||
private IEnumerator AILoop()
|
||||
{
|
||||
while (true)
|
||||
{
|
||||
// 1. プレイヤーを探す(まだ見つけていない場合のみ)
|
||||
if (playerTransform == null)
|
||||
{
|
||||
FindPlayer();
|
||||
}
|
||||
|
||||
// 2. 現在のステート(状態)に応じて処理を分岐
|
||||
switch (currentState)
|
||||
{
|
||||
case AIState.Wander:
|
||||
WanderBehavior();
|
||||
break;
|
||||
|
||||
case AIState.Chase:
|
||||
ChaseBehavior();
|
||||
break;
|
||||
}
|
||||
|
||||
// 毎フレームではなく、0.2秒(1秒に5回)だけ実行する(Quest 3向けの最適化)
|
||||
yield return new WaitForSeconds(0.2f);
|
||||
}
|
||||
}
|
||||
|
||||
// シーン内からプレイヤー(タグ付き)を探すメソッド
|
||||
private void FindPlayer()
|
||||
{
|
||||
GameObject playerObj = GameObject.FindGameObjectWithTag(playerTag);
|
||||
if (playerObj != null)
|
||||
{
|
||||
playerTransform = playerObj.transform;
|
||||
}
|
||||
}
|
||||
|
||||
// ─── 【徘徊状態】の行動 ───
|
||||
private void WanderBehavior()
|
||||
{
|
||||
if (playerTransform != null)
|
||||
{
|
||||
// プレイヤーとの距離を計算
|
||||
float distanceToPlayer = Vector3.Distance(transform.position, playerTransform.position);
|
||||
|
||||
// 索敵範囲内に入ったら「追跡状態」へ遷移
|
||||
if (distanceToPlayer <= detectionRange)
|
||||
{
|
||||
currentState = AIState.Chase;
|
||||
isWandering = false;
|
||||
agent.ResetPath(); // 徘徊の目的地をリセット
|
||||
Debug.Log($"👁️ {gameObject.name}: プレイヤーを発見! 追跡します。");
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// 徘徊の移動ロジック
|
||||
if (!isWandering)
|
||||
{
|
||||
StartCoroutine(WanderMoveRoutine());
|
||||
}
|
||||
}
|
||||
|
||||
private IEnumerator WanderMoveRoutine()
|
||||
{
|
||||
isWandering = true;
|
||||
|
||||
// ランダムな目的地を取得して移動開始
|
||||
Vector3 newPos = GetRandomNavMeshPoint(transform.position, wanderRadius);
|
||||
agent.SetDestination(newPos);
|
||||
|
||||
float elapsedTime = 0f; // 経過時間を計るカウンター
|
||||
|
||||
// 目的地に到着するまで待つ(ただしタイムアウト時間を超えたらループを抜ける)
|
||||
while (agent.remainingDistance > agent.stoppingDistance)
|
||||
{
|
||||
// 0.5秒ごとにチェック
|
||||
yield return new WaitForSeconds(0.5f);
|
||||
elapsedTime += 0.5f;
|
||||
|
||||
// 【スタック対策】設定した制限時間を超えた場合
|
||||
if (elapsedTime >= wanderTimeout)
|
||||
{
|
||||
Debug.Log($"⚠️ {gameObject.name}: 目的地({newPos})に到達できないため諦めました。");
|
||||
|
||||
agent.ResetPath(); // 動けない経路(バグ目的地)を一旦クリアする
|
||||
break; // whileループを強制終了して次の目的地設定へ進める
|
||||
}
|
||||
}
|
||||
|
||||
// 到着後(または諦めた後)、ランダムな時間だけその場で待機して次の徘徊へ
|
||||
yield return new WaitForSeconds(Random.Range(minWaitTime, maxWaitTime));
|
||||
isWandering = false;
|
||||
}
|
||||
|
||||
// ─── 【追跡状態】の行動 ───
|
||||
private void ChaseBehavior()
|
||||
{
|
||||
if (playerTransform == null)
|
||||
{
|
||||
currentState = AIState.Wander;
|
||||
return;
|
||||
}
|
||||
|
||||
float distanceToPlayer = Vector3.Distance(transform.position, playerTransform.position);
|
||||
|
||||
// 見失う距離(loseRange)を超えたら「徘徊状態」に戻る
|
||||
if (distanceToPlayer > loseRange)
|
||||
{
|
||||
currentState = AIState.Wander;
|
||||
agent.ResetPath();
|
||||
Debug.Log($"❓ {gameObject.name}: プレイヤーを見失った。徘徊に戻ります。");
|
||||
return;
|
||||
}
|
||||
|
||||
// プレイヤーの位置を目的地に設定(0.2秒ごとに更新されるため、滑らかに追従します)
|
||||
agent.SetDestination(playerTransform.position);
|
||||
}
|
||||
|
||||
// NavMesh上のランダムな座標を取得する補助メソッド
|
||||
private Vector3 GetRandomNavMeshPoint(Vector3 center, float radius)
|
||||
{
|
||||
Vector3 randomDirection = Random.insideUnitSphere * radius;
|
||||
randomDirection += center;
|
||||
NavMeshHit hit;
|
||||
if (NavMesh.SamplePosition(randomDirection, out hit, radius, NavMesh.AllAreas))
|
||||
{
|
||||
return hit.position;
|
||||
}
|
||||
return center;
|
||||
}
|
||||
|
||||
// 【視覚的なデバッグ用】エディタ上で索敵範囲を線で表示する
|
||||
private void OnDrawGizmosSelected()
|
||||
{
|
||||
// 索敵範囲(赤)
|
||||
Gizmos.color = Color.red;
|
||||
Gizmos.DrawWireSphere(transform.position, detectionRange);
|
||||
|
||||
// 見失う範囲(黄)
|
||||
Gizmos.color = Color.yellow;
|
||||
Gizmos.DrawWireSphere(transform.position, loseRange);
|
||||
}
|
||||
}
|
||||
2
Assets/Scripts/EnemyAI.cs.meta
Normal file
2
Assets/Scripts/EnemyAI.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 88407b9f9a6654436b641cce64611731
|
||||
@@ -521,18 +521,8 @@ MonoBehaviour:
|
||||
features:
|
||||
- {fileID: 8736661028334727731}
|
||||
- {fileID: 3598254934845347770}
|
||||
- {fileID: 6956056911768161135}
|
||||
- {fileID: -6387251413244805544}
|
||||
- {fileID: 1170704673688743257}
|
||||
- {fileID: -1187533949232362847}
|
||||
- {fileID: -949347770443697596}
|
||||
- {fileID: -1529727133502117446}
|
||||
- {fileID: 5153017048313567732}
|
||||
- {fileID: 265326132771859475}
|
||||
- {fileID: 2834828863856360103}
|
||||
- {fileID: -2851827796942056979}
|
||||
- {fileID: -8128959895479975907}
|
||||
- {fileID: -142859899272520151}
|
||||
- {fileID: 6481653220666705815}
|
||||
- {fileID: 7393116930172532905}
|
||||
- {fileID: 744375598501864353}
|
||||
@@ -1531,7 +1521,7 @@ MonoBehaviour:
|
||||
nameUi: 'Android XR: AR Anchor'
|
||||
version: 0.1.0
|
||||
featureIdInternal: com.unity.openxr.feature.arfoundation-androidxr-anchor
|
||||
openxrExtensionStrings: XR_ANDROID_trackables
|
||||
openxrExtensionStrings: XR_ANDROID_trackables XR_ANDROID_device_anchor_persistence
|
||||
company: Unity Technologies
|
||||
priority: 0
|
||||
targetOpenXRApiVersion:
|
||||
@@ -2453,7 +2443,7 @@ MonoBehaviour:
|
||||
nameUi: 'Android XR: AR Anchor'
|
||||
version: 0.1.0
|
||||
featureIdInternal: com.unity.openxr.feature.arfoundation-androidxr-anchor
|
||||
openxrExtensionStrings: XR_ANDROID_trackables
|
||||
openxrExtensionStrings: XR_ANDROID_trackables XR_ANDROID_device_anchor_persistence
|
||||
company: Unity Technologies
|
||||
priority: 0
|
||||
targetOpenXRApiVersion:
|
||||
|
||||
Reference in New Issue
Block a user