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deleted file mode 100644 index 9bd5c05..0000000 Binary files a/Assets/Rocks and Boulders 2/Rocks/Source/Textures/neutral_nmp.tif and /dev/null differ diff --git a/Assets/Rocks and Boulders 2/Shaders/Blend SM2.shader b/Assets/Rocks and Boulders 2/Shaders/Blend SM2.shader deleted file mode 100644 index c3ac1fc..0000000 --- a/Assets/Rocks and Boulders 2/Shaders/Blend SM2.shader +++ /dev/null @@ -1,91 +0,0 @@ - Shader "Enviro/BumpedDiffuseOverlaySM2" { - // - // Tomasz Stobierski 2012 - // - Properties { - _Color ("Main Color", Color) = (1,1,1,1) - _Opacity ("Color over opacity", Range (0, 1)) = 1 - _MainTex ("Color over (RGBA)", 2D) = "white" {} - _BumpMap ("Normalmap over", 2D) = "bump" {} - _MainTex2 ("Color under (RGBA)", 2D) = "white" {} - _BumpMap2 ("Normalmap under", 2D) = "bump" {} - } - - SubShader { - Tags { "RenderType"="Opaque" } - LOD 400 - - CGPROGRAM - #pragma surface surf Lambert - #pragma exclude_renderers flash - - sampler2D _MainTex; - sampler2D _BumpMap; - sampler2D _MainTex2; - sampler2D _BumpMap2; - fixed4 _Color; - float _Opacity; - - struct Input { - float2 uv_MainTex; - float2 uv_BumpMap; - float2 uv_MainTex2; - float2 uv_BumpMap2; - }; - - void surf (Input IN, inout SurfaceOutput o) { - float4 tex = tex2D(_MainTex, IN.uv_MainTex); - float4 tex2 = tex2D(_MainTex2, IN.uv_MainTex2); - float4 dest; - _Opacity*=tex.a; - dest.rgb = tex2.rgb<=0.5 ? 2*tex.rgb*tex2.rgb : 1-2*(1-tex.rgb)*(1-tex2.rgb); - dest.rgb = lerp(tex2.rgb, dest.rgb, _Opacity); - dest.rgb *= _Color.rgb; - o.Albedo = dest.rgb; - o.Alpha = tex2.a * _Color.a; - - float4 norm = tex2D(_BumpMap, IN.uv_BumpMap); - float4 norm2 = tex2D(_BumpMap2, IN.uv_BumpMap2); - dest = norm2<=0.5 ? 2*norm*norm2 : 1-2*(1-norm)*(1-norm2); - dest = lerp(norm2, dest, _Opacity); - o.Normal = UnpackNormal(dest); - } - ENDCG - - } - - SubShader { - Tags { "RenderType"="Opaque" } - LOD 400 - - CGPROGRAM - #pragma surface surf Lambert - #pragma only_renderers flash - - sampler2D _MainTex; - sampler2D _MainTex2; - fixed4 _Color; - float _Opacity; - - struct Input { - float2 uv_MainTex; - float2 uv_MainTex2; - }; - - void surf (Input IN, inout SurfaceOutput o) { - float4 tex = tex2D(_MainTex, IN.uv_MainTex); - float4 tex2 = tex2D(_MainTex2, IN.uv_MainTex2); - float4 dest; - _Opacity*=tex.a; - dest.rgb = tex2.rgb<=0.5 ? 2*tex.rgb*tex2.rgb : 1-2*(1-tex.rgb)*(1-tex2.rgb); - dest.rgb = lerp(tex2.rgb, dest.rgb, _Opacity); - dest.rgb *= _Color.rgb; - o.Albedo = dest.rgb; - o.Alpha = tex2.a * _Color.a; - } - ENDCG - - } - - FallBack "Bumped Diffuse" - } \ No newline at end of file diff --git a/Assets/Rocks and Boulders 2/Shaders/Blend SM2.shader.meta b/Assets/Rocks and Boulders 2/Shaders/Blend SM2.shader.meta deleted file mode 100644 index 430db17..0000000 --- a/Assets/Rocks and Boulders 2/Shaders/Blend SM2.shader.meta +++ /dev/null @@ -1,14 +0,0 @@ -fileFormatVersion: 2 -guid: 215b9e3f569971a4f9925317d037e62e -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: - assetBundleVariant: -AssetOrigin: - serializedVersion: 1 - productId: 6947 - packageName: Rock and Boulders 2 - packageVersion: 1.2 - assetPath: Assets/Rocks and Boulders 2/Shaders/Blend SM2.shader - uploadId: 228760 diff --git a/Assets/Rocks and Boulders 2/Shaders/Blend SM3.shader b/Assets/Rocks and Boulders 2/Shaders/Blend SM3.shader deleted file mode 100644 index 5154063..0000000 --- a/Assets/Rocks and Boulders 2/Shaders/Blend SM3.shader +++ /dev/null @@ -1,58 +0,0 @@ - Shader "Enviro/BumpedDiffuseOverlaySM3" { - // - // Tomasz Stobierski 2012 - // - Properties { - _Color ("Main Color", Color) = (1,1,1,1) - _Opacity ("Color over opacity", Range (0, 1)) = 1 - _MainTex ("Color over (RGBA)", 2D) = "white" {} - _BumpMap ("Normalmap over", 2D) = "bump" {} - _MainTex2 ("Color under (RGBA)", 2D) = "white" {} - _BumpMap2 ("Normalmap under", 2D) = "bump" {} - } - - SubShader { - Tags { "RenderType"="Opaque" } - LOD 400 - - CGPROGRAM - #pragma surface surf Lambert - #pragma target 3.0 - - sampler2D _MainTex; - sampler2D _BumpMap; - sampler2D _MainTex2; - sampler2D _BumpMap2; - fixed4 _Color; - float _Opacity; - - struct Input { - float2 uv_MainTex; - float2 uv_BumpMap; - float2 uv_MainTex2; - float2 uv_BumpMap2; - }; - - void surf (Input IN, inout SurfaceOutput o) { - float4 tex = tex2D(_MainTex, IN.uv_MainTex); - float4 tex2 = tex2D(_MainTex2, IN.uv_MainTex2); - float4 dest; - _Opacity*=tex.a; - dest.rgb = tex2.rgb<=0.5 ? 2*tex.rgb*tex2.rgb : 1-2*(1-tex.rgb)*(1-tex2.rgb); - dest.rgb = lerp(tex2.rgb, dest.rgb, _Opacity); - dest.rgb *= _Color.rgb; - o.Albedo = dest.rgb; - o.Alpha = tex2.a * _Color.a; - - float4 norm = tex2D(_BumpMap, IN.uv_BumpMap); - float4 norm2 = tex2D(_BumpMap2, IN.uv_BumpMap2); - dest = norm2<=0.5 ? 2*norm*norm2 : 1-2*(1-norm)*(1-norm2); - dest = lerp(norm2, dest, _Opacity); - o.Normal = UnpackNormal(dest); - } - ENDCG - - } - - FallBack "Bumped Diffuse" - } \ No newline at end of file diff --git a/Assets/Rocks and Boulders 2/Shaders/Blend SM3.shader.meta b/Assets/Rocks and Boulders 2/Shaders/Blend SM3.shader.meta deleted file mode 100644 index e0d1c56..0000000 --- a/Assets/Rocks and Boulders 2/Shaders/Blend SM3.shader.meta +++ /dev/null @@ -1,14 +0,0 @@ -fileFormatVersion: 2 -guid: d67ad3fcf65693f4fb110205f1fe4a0e -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: - assetBundleVariant: -AssetOrigin: - serializedVersion: 1 - productId: 6947 - packageName: Rock and Boulders 2 - packageVersion: 1.2 - assetPath: Assets/Rocks and Boulders 2/Shaders/Blend SM3.shader - uploadId: 228760 diff --git a/Assets/Rocks and Boulders 2/Shaders/RotateGameObject.cs b/Assets/Rocks and Boulders 2/Shaders/RotateGameObject.cs deleted file mode 100644 index b8b56e8..0000000 --- a/Assets/Rocks and Boulders 2/Shaders/RotateGameObject.cs +++ /dev/null @@ -1,23 +0,0 @@ -using UnityEngine; -using System.Collections; - -public class RotateGameObject : MonoBehaviour { - public float rot_speed_x=0; - public float rot_speed_y=0; - public float rot_speed_z=0; - public bool local=false; - - // Use this for initialization - void Start () { - - } - - // Update is called once per frame - void FixedUpdate () { - if (local) { - transform.RotateAroundLocal(transform.up, Time.fixedDeltaTime*rot_speed_x); - } else { - transform.Rotate(Time.fixedDeltaTime*new Vector3(rot_speed_x,rot_speed_y,rot_speed_z), Space.World); - } - } -} diff --git a/Assets/Rocks and Boulders 2/Shaders/RotateGameObject.cs.meta b/Assets/Rocks and Boulders 2/Shaders/RotateGameObject.cs.meta deleted file mode 100644 index b2fbe9e..0000000 --- a/Assets/Rocks and Boulders 2/Shaders/RotateGameObject.cs.meta +++ /dev/null @@ -1,17 +0,0 @@ -fileFormatVersion: 2 -guid: 8922ed451d14d75478d2565754f0c719 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: -AssetOrigin: - serializedVersion: 1 - productId: 6947 - packageName: Rock and Boulders 2 - packageVersion: 1.2 - assetPath: Assets/Rocks and Boulders 2/Shaders/RotateGameObject.cs - uploadId: 228760 diff --git a/Assets/Rocks and Boulders 2/Shaders/shader info.txt b/Assets/Rocks and Boulders 2/Shaders/shader info.txt deleted file mode 100644 index cc63f94..0000000 --- a/Assets/Rocks and Boulders 2/Shaders/shader info.txt +++ /dev/null @@ -1,6 +0,0 @@ -Free desaturate image effect by SixTimesNothing - -Blend SM2 and Blend SM3 shader by Tomasz Stobierski aka tomaszek (use only with assets in this package) - -package looks better with Relief shaders: -http://u3d.as/content/tomasz-stobierski/rtp-relief-terrain-pack/3Jy \ No newline at end of file diff --git a/Assets/Rocks and Boulders 2/Shaders/shader info.txt.meta b/Assets/Rocks and Boulders 2/Shaders/shader info.txt.meta deleted file mode 100644 index 8dd2360..0000000 --- a/Assets/Rocks and Boulders 2/Shaders/shader info.txt.meta +++ /dev/null @@ -1,13 +0,0 @@ -fileFormatVersion: 2 -guid: 581f9521eda4ace4c8e126edbc349d92 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b/Assets/_Scenes/Test.unity.meta similarity index 100% rename from Assets/Scenes/Test.unity.meta rename to Assets/_Scenes/Test.unity.meta diff --git a/Assets/Scripts.meta b/Assets/_Scripts.meta similarity index 100% rename from Assets/Scripts.meta rename to Assets/_Scripts.meta diff --git a/Assets/Scripts/BossController.cs b/Assets/_Scripts/BossController.cs similarity index 91% rename from Assets/Scripts/BossController.cs rename to Assets/_Scripts/BossController.cs index 1f38a54..aa6a526 100644 --- a/Assets/Scripts/BossController.cs +++ b/Assets/_Scripts/BossController.cs @@ -26,14 +26,17 @@ public class BossController : MonoBehaviour [SerializeField] private GameObject webPrefab; [Header("突進(体当たり)設定")] - [SerializeField] public float chargeSpeed = 12f; - [SerializeField] public float chargeDuration = 1.5f; + [SerializeField] public float chargeSpeed = 14f; + [SerializeField] public float chargeDuration = 2f; + [SerializeField] public float chargeMinimumDistance = 6f; + [SerializeField] public float chargeCooldownDuration = 4f; #endregion #region コンポーネント・キャッシュ用(ステートからアクセス可能) [HideInInspector] public NavMeshAgent Agent { get; private set; } [HideInInspector] public Animator Anim { get; private set; } [HideInInspector] public Transform Player { get; private set; } + public float ChargeCooldownTimer { get; private set; } = 0f; #endregion #region FSM(状態管理)システム @@ -76,10 +79,15 @@ public class BossController : MonoBehaviour ChangeState(); } - private void Update() + 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(); + + // ★新設:突進のクールダウンのみ、通常のUpdateで常に独立して減算する + if (ChargeCooldownTimer > 0f) + { + ChargeCooldownTimer -= Time.deltaTime; + } } /// @@ -148,6 +156,11 @@ public class BossController : MonoBehaviour } } + public void ResetChargeCooldown() + { + ChargeCooldownTimer = chargeCooldownDuration; + } + #region ファクトリメソッド(エフェクトやオブジェクト生成の保守性を担保) public void SpawnWarningAndWeb(Vector3 targetGroundPos, float delay, float webDuration) { diff --git a/Assets/Scripts/BossController.cs.meta b/Assets/_Scripts/BossController.cs.meta similarity index 100% rename from Assets/Scripts/BossController.cs.meta rename to Assets/_Scripts/BossController.cs.meta diff --git a/Assets/Scripts/CodingModeGridManager.cs b/Assets/_Scripts/CodingModeGridManager.cs similarity index 100% rename from Assets/Scripts/CodingModeGridManager.cs rename to Assets/_Scripts/CodingModeGridManager.cs diff --git a/Assets/Scripts/CodingModeGridManager.cs.meta b/Assets/_Scripts/CodingModeGridManager.cs.meta similarity index 100% rename from Assets/Scripts/CodingModeGridManager.cs.meta rename to Assets/_Scripts/CodingModeGridManager.cs.meta diff --git a/Assets/Scripts/ElevatorSceneTransition.cs b/Assets/_Scripts/ElevatorSceneTransition.cs similarity index 100% rename from Assets/Scripts/ElevatorSceneTransition.cs rename to Assets/_Scripts/ElevatorSceneTransition.cs diff --git a/Assets/Scripts/ElevatorSceneTransition.cs.meta b/Assets/_Scripts/ElevatorSceneTransition.cs.meta similarity index 100% rename from Assets/Scripts/ElevatorSceneTransition.cs.meta rename to Assets/_Scripts/ElevatorSceneTransition.cs.meta diff --git a/Assets/Scripts/EnemyAI.cs b/Assets/_Scripts/EnemyAI.cs similarity index 100% rename from Assets/Scripts/EnemyAI.cs rename to Assets/_Scripts/EnemyAI.cs diff --git a/Assets/Scripts/EnemyAI.cs.meta b/Assets/_Scripts/EnemyAI.cs.meta similarity index 100% rename from Assets/Scripts/EnemyAI.cs.meta rename to Assets/_Scripts/EnemyAI.cs.meta diff --git a/Assets/Scripts/EnemyHealth.cs b/Assets/_Scripts/EnemyHealth.cs similarity index 100% rename from Assets/Scripts/EnemyHealth.cs rename to Assets/_Scripts/EnemyHealth.cs diff --git a/Assets/Scripts/EnemyHealth.cs.meta b/Assets/_Scripts/EnemyHealth.cs.meta similarity index 100% rename from Assets/Scripts/EnemyHealth.cs.meta rename to Assets/_Scripts/EnemyHealth.cs.meta diff --git a/Assets/Scripts/IDamageble.cs b/Assets/_Scripts/IDamageble.cs similarity index 100% rename from Assets/Scripts/IDamageble.cs rename to Assets/_Scripts/IDamageble.cs diff --git a/Assets/Scripts/IDamageble.cs.meta b/Assets/_Scripts/IDamageble.cs.meta similarity index 100% rename from Assets/Scripts/IDamageble.cs.meta rename to Assets/_Scripts/IDamageble.cs.meta diff --git a/Assets/Scripts/InputLR.cs b/Assets/_Scripts/InputLR.cs similarity index 100% rename from Assets/Scripts/InputLR.cs rename to Assets/_Scripts/InputLR.cs diff --git a/Assets/Scripts/InputLR.cs.meta b/Assets/_Scripts/InputLR.cs.meta similarity index 100% rename from Assets/Scripts/InputLR.cs.meta rename to Assets/_Scripts/InputLR.cs.meta diff --git a/Assets/Scripts/InputManagerLR.cs b/Assets/_Scripts/InputManagerLR.cs similarity index 100% rename from Assets/Scripts/InputManagerLR.cs rename to Assets/_Scripts/InputManagerLR.cs diff --git a/Assets/Scripts/InputManagerLR.cs.meta b/Assets/_Scripts/InputManagerLR.cs.meta similarity index 100% rename from Assets/Scripts/InputManagerLR.cs.meta rename to Assets/_Scripts/InputManagerLR.cs.meta diff --git a/Assets/Scripts/ItemCountDown.cs b/Assets/_Scripts/ItemCountDown.cs similarity index 100% rename from Assets/Scripts/ItemCountDown.cs rename to Assets/_Scripts/ItemCountDown.cs diff --git a/Assets/Scripts/ItemCountDown.cs.meta b/Assets/_Scripts/ItemCountDown.cs.meta similarity index 100% rename from Assets/Scripts/ItemCountDown.cs.meta rename to Assets/_Scripts/ItemCountDown.cs.meta diff --git a/Assets/Scripts/PlayerMove.cs b/Assets/_Scripts/PlayerMove.cs similarity index 100% rename from Assets/Scripts/PlayerMove.cs rename to Assets/_Scripts/PlayerMove.cs diff --git a/Assets/Scripts/PlayerMove.cs.meta b/Assets/_Scripts/PlayerMove.cs.meta similarity index 100% rename from Assets/Scripts/PlayerMove.cs.meta rename to Assets/_Scripts/PlayerMove.cs.meta diff --git a/Assets/Scripts/PlayerPOV.cs b/Assets/_Scripts/PlayerPOV.cs similarity index 100% rename from Assets/Scripts/PlayerPOV.cs rename to Assets/_Scripts/PlayerPOV.cs diff --git a/Assets/Scripts/PlayerPOV.cs.meta b/Assets/_Scripts/PlayerPOV.cs.meta similarity index 100% rename from Assets/Scripts/PlayerPOV.cs.meta rename to Assets/_Scripts/PlayerPOV.cs.meta diff --git a/Assets/Scripts/PlayerStatusManager.cs b/Assets/_Scripts/PlayerStatusManager.cs similarity index 100% rename from Assets/Scripts/PlayerStatusManager.cs rename to Assets/_Scripts/PlayerStatusManager.cs diff --git a/Assets/Scripts/PlayerStatusManager.cs.meta b/Assets/_Scripts/PlayerStatusManager.cs.meta similarity index 100% rename from Assets/Scripts/PlayerStatusManager.cs.meta rename to Assets/_Scripts/PlayerStatusManager.cs.meta diff --git a/Assets/Scripts/SlowWebArea.cs b/Assets/_Scripts/SlowWebArea.cs similarity index 100% rename from Assets/Scripts/SlowWebArea.cs rename to Assets/_Scripts/SlowWebArea.cs diff --git a/Assets/Scripts/SlowWebArea.cs.meta b/Assets/_Scripts/SlowWebArea.cs.meta similarity index 100% rename from Assets/Scripts/SlowWebArea.cs.meta rename to Assets/_Scripts/SlowWebArea.cs.meta diff --git a/Assets/Scripts/SpiderIdleState.cs b/Assets/_Scripts/SpiderIdleState.cs similarity index 75% rename from Assets/Scripts/SpiderIdleState.cs rename to Assets/_Scripts/SpiderIdleState.cs index 129526a..4d71364 100644 --- a/Assets/Scripts/SpiderIdleState.cs +++ b/Assets/_Scripts/SpiderIdleState.cs @@ -26,10 +26,15 @@ public class SpiderIdleState : ISpiderState // ========================================== // ■ STATE: CHASE (追跡・行動分岐状態) // ========================================== +// ========================================== +// ■ STATE: CHASE (追跡・行動分岐状態) - 13x13ステージ最適化版 +// ========================================== +// ========================================== +// ■ STATE: CHASE (遠距離即座突進・最適化版) +// ========================================== public class SpiderChaseState : ISpiderState { private BossController boss; - private float decisionCooldown = 0f; public SpiderChaseState(BossController owner) => boss = owner; @@ -40,28 +45,26 @@ public class SpiderChaseState : ISpiderState { 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 + // ─── ★最優先判定:遠距離(6m以上)かつクールダウン終了 ➔ 1歩も歩かずに即突進 ─── + if (distance >= boss.chargeMinimumDistance && boss.ChargeCooldownTimer <= 0f) + { + boss.ChangeState(); + return; // 移行したので以下の歩き処理は実行しない + } + + // 判定2:至近距離(2.5m以内)➔ 通常噛みつき if (distance <= boss.biteRange) { boss.ChangeState(); - 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(); - decisionCooldown = 5f; + return; } + + // 判定3:中間距離(2.5m~6m)、または遠距離だけどクールダウン中の場合 + // 💡 ここで初めて「通常歩き(Walk)」でじりじりとプレイヤーに近づきます + boss.Agent.SetDestination(boss.Player.position); + boss.Anim.SetFloat("Speed", boss.Agent.velocity.magnitude); } } @@ -99,6 +102,9 @@ public class SpiderBiteState : ISpiderState // ========================================== // ■ STATE: CHARGE (走って体当たり突進 - パリィ可) // ========================================== +// ========================================== +// ■ STATE: CHARGE (咆哮・溜めロック ➔ ロケット発射) +// ========================================== public class SpiderChargeState : ISpiderState { private BossController boss; @@ -111,15 +117,16 @@ public class SpiderChargeState : ISpiderState public void EnterState() { - roarTimer = 1.5f; + roarTimer = 1.5f; // 咆哮・溜めロックの時間(1.5秒) 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 + boss.Agent.enabled = false; // その場に固定するためNavMeshを即オフ + boss.ResetChargeCooldown(); // 突進のクールダウンを開始 - // 1. まず「威嚇の咆哮」アニメーションをトリガー + // 1. 遠距離を検知した「その場」で、即座に咆哮威嚇を再生 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)"); + Debug.Log("🔊 蜘蛛ボス:【遠距離検知】その場で咆哮・突進の溜めを開始!"); } public void ExitState() @@ -130,42 +137,61 @@ public class SpiderChargeState : ISpiderState public void UpdateState() { - // フェーズ1:威嚇中(その場で動かない) + // ─── フェーズ1:咆哮・溜め(動かずプレイヤーの方向を完全にロック) ─── 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) + + // プレイヤーが動いても、突進直前までずーーっとその方向を向いてロックオンし続ける 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 (lookDir != Vector3.zero) + { + // 凄まじい速度でプレイヤーを正面に捉え続ける + boss.transform.rotation = Quaternion.Slerp(boss.transform.rotation, Quaternion.LookRotation(lookDir), Time.deltaTime * 10f); + } } + // 溜め時間が終わったら「発射」 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); + // 発射した瞬間のプレイヤーのベクトルを最終確定(ロック完了) if (boss.Player != null) { chargeDirection = (boss.Player.position - boss.transform.position).normalized; chargeDirection.y = 0; boss.transform.rotation = Quaternion.LookRotation(chargeDirection); } + Debug.Log("🚀 蜘蛛ボス:ロックオン完了、全速力で発射!"); } 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) + // ─── フェーズ2:発射(端から端まで全速力ダッシュ) ─── + + // 【安全対策:レイキャストによる壁検知】 + // 13x13ステージの端(壁や柱)に激突してめり込むのを防ぐため、ボスの目の前1.5mに障害物がないかチェック + Ray ray = new Ray(boss.transform.position + Vector3.up * 0.5f, chargeDirection); + if (Physics.Raycast(ray, 1.5f)) + { + Debug.Log("🔒 蜘蛛ボス:ステージの端(壁)を検知したため、突進を安全に終了します。"); + boss.ChangeState(); + return; + } + + // 全速力で直線移動 boss.transform.position += chargeDirection * boss.chargeSpeed * Time.deltaTime; chargeTimer -= Time.deltaTime; if (chargeTimer <= 0f) { + // 時間を駆け抜けたら追跡に戻る boss.ChangeState(); } } diff --git a/Assets/Scripts/SpiderIdleState.cs.meta b/Assets/_Scripts/SpiderIdleState.cs.meta similarity index 100% rename from Assets/Scripts/SpiderIdleState.cs.meta rename to Assets/_Scripts/SpiderIdleState.cs.meta diff --git a/Assets/Scripts/VRDoorController.cs b/Assets/_Scripts/VRDoorController.cs similarity index 100% rename from Assets/Scripts/VRDoorController.cs rename to Assets/_Scripts/VRDoorController.cs diff --git a/Assets/Scripts/VRDoorController.cs.meta b/Assets/_Scripts/VRDoorController.cs.meta similarity index 100% rename from Assets/Scripts/VRDoorController.cs.meta rename to Assets/_Scripts/VRDoorController.cs.meta diff --git a/Assets/Scripts/VRInputPoseDetector.cs b/Assets/_Scripts/VRInputPoseDetector.cs similarity index 100% rename from Assets/Scripts/VRInputPoseDetector.cs rename to Assets/_Scripts/VRInputPoseDetector.cs diff --git a/Assets/Scripts/VRInputPoseDetector.cs.meta b/Assets/_Scripts/VRInputPoseDetector.cs.meta similarity index 100% rename from Assets/Scripts/VRInputPoseDetector.cs.meta rename to Assets/_Scripts/VRInputPoseDetector.cs.meta diff --git a/Assets/Scripts/VRPunchAttack.cs b/Assets/_Scripts/VRPunchAttack.cs similarity index 100% rename from Assets/Scripts/VRPunchAttack.cs rename to Assets/_Scripts/VRPunchAttack.cs diff --git a/Assets/Scripts/VRPunchAttack.cs.meta b/Assets/_Scripts/VRPunchAttack.cs.meta similarity index 100% rename from Assets/Scripts/VRPunchAttack.cs.meta rename to Assets/_Scripts/VRPunchAttack.cs.meta diff --git a/Assets/Scripts/VRUIDoorFaceFollow.cs b/Assets/_Scripts/VRUIDoorFaceFollow.cs similarity index 100% rename from Assets/Scripts/VRUIDoorFaceFollow.cs rename to Assets/_Scripts/VRUIDoorFaceFollow.cs diff --git a/Assets/Scripts/VRUIDoorFaceFollow.cs.meta b/Assets/_Scripts/VRUIDoorFaceFollow.cs.meta similarity index 100% rename from Assets/Scripts/VRUIDoorFaceFollow.cs.meta rename to Assets/_Scripts/VRUIDoorFaceFollow.cs.meta diff --git a/ProjectSettings/EditorBuildSettings.asset b/ProjectSettings/EditorBuildSettings.asset index db60ca0..ea7196e 100644 --- a/ProjectSettings/EditorBuildSettings.asset +++ b/ProjectSettings/EditorBuildSettings.asset @@ -6,10 +6,10 @@ EditorBuildSettings: serializedVersion: 2 m_Scenes: - enabled: 1 - path: Assets/Scenes/GameScene.unity + path: Assets/_Scenes/GameScene.unity guid: c224a272a4be6c6428cb5ed452dca7c5 - enabled: 1 - path: Assets/Scenes/BossStage.unity + path: Assets/_Scenes/BossStage.unity guid: 2bace36f2f5fd40d1bb50a705db2fb18 m_configObjects: Unity.XR.Oculus.Settings: {fileID: 11400000, guid: bfa1182bd221b4ca89619141f66f1260, type: 2}