This commit is contained in:
ohgushiyuga
2026-07-08 16:28:20 +09:00
parent a5f6f7f2d2
commit 43ba4da2df
13 changed files with 4838 additions and 3183 deletions

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View File

@@ -4,7 +4,7 @@ using System.Collections.Generic;
[RequireComponent(typeof(NavMeshAgent))]
[RequireComponent(typeof(Animator))]
public class BossController : MonoBehaviour
public class BossController : MonoBehaviour, IDamageble
{
[SerializeField] private float maxHp = 500f;
[SerializeField] private float currentHp = 500f;
@@ -15,13 +15,12 @@ public class BossController : MonoBehaviour
[field: SerializeField] public float ChargeDuration { get; private set; } = 2f;
[field: SerializeField] public float ChargeMinimumDistance { get; private set; } = 6f;
[field: SerializeField] public float ChargeCooldownDuration { get; private set; } = 4f;
[Tooltip("突進する前の、その場での咆哮・溜め時間(秒)")]
[field: SerializeField] public float ChargeRoarDuration { get; private set; } = 5f; // ★インスペクターに逃がして保守性を向上
[field: SerializeField] public float ChargeRoarDuration { get; private set; } = 5f;
[SerializeField] public Transform ceilingAnchor;
[SerializeField] public Transform groundAnchor;
[field: SerializeField] public float AttackRadius { get; private set; } = 10f;
[field: SerializeField] public float JumpRoarDuration { get; private set; } = 2f;
[field: SerializeField] public float JumpRoarDuration { get; private set; } = 5f;
[SerializeField] private GameObject warningMarkerPrefab;
[SerializeField] private GameObject webPrefab;
@@ -101,13 +100,13 @@ public class BossController : MonoBehaviour
currentState.EnterState();
}
public void TakeDamage(float damage)
public void TakeDamage(DamageInfo damageInfo)
{
currentHp -= damage;
currentHp -= damageInfo.amount;
currentHp = Mathf.Clamp(currentHp, 0, maxHp);
float hpPercentage = (currentHp / maxHp) * 100f;
Debug.Log($"💥 ボスに {damage} ダメージ。残りHP: {hpPercentage:F1}%");
Debug.Log($"💥 ボスに { damageInfo.amount} ダメージ。残りHP: {hpPercentage:F1}%");
if (hpPercentage <= 25f && !triggered25)
{

View File

@@ -285,6 +285,7 @@ public class SpiderStunState : SpiderStateBase
boss.Anim.SetBool("IsStunned", true);
if (boss.Agent.enabled) boss.Agent.isStopped = true;
Debug.Log("🛡️ パリィ成功! チャンスタイム!");
}
public override void ExitState()

View File

@@ -53,41 +53,36 @@ public class VRInputPunch : MonoBehaviour
Vector3 velocity = velocityAction.action.ReadValue<Vector3>();
float speed = velocity.magnitude;
//【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($"🛡️ [パリィチェック] 敵の拳と接触。プレイヤーの手の速度: {speed:F2} m/s / 構え状態: {poseDetector.IsPosing}");
Debug.Log($"🛡️ [パリィチェック] 敵の拳と接触。構え状態: {poseDetector.IsPosing}");
// 条件構え状態IsPosingである、もしくは、弾くための速度が一定以上出ている場合
if (poseDetector.IsPosing || speed >= minParrySpeed)
if (poseDetector.IsPosing)
{
// 敵の親オブジェクトからEnemyAIスクリプトを検索
EnemyAI enemyAI = other.GetComponentInParent<EnemyAI>();
if (enemyAI != null)
{
// 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
}
return;
}
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。");
TriggerHaptics(parryHapticAmplitude, parryHapticDuration);
Debug.Log("🛡️ 【ジャストパリィ成功!】 ボスの体勢を崩しました!");
return;
}
}
// ────────────────────────────────────────────────────────────────────────
Debug.Log("🧱 ガード(構え不足):敵の攻撃は防いだが、弾き返せなかった。");
return;
}
// パンチ攻撃の処理