いろいろやってみた
Playerが蜘蛛にめり込まないようにしたい
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174
Assets/_Scripts/PlayerStatusManager.cs
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174
Assets/_Scripts/PlayerStatusManager.cs
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using UnityEngine;
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using UnityEngine.InputSystem;
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using System.Collections.Generic;
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public class PlayerStatusManager : MonoBehaviour
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{
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public static PlayerStatusManager Instance { get; private set; }
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[Header("Codingモード用 入力設定")]
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[SerializeField] private InputActionProperty zlButtonAction;
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[SerializeField] private InputActionProperty zrButtonAction;
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[Header("ゲージ設定")]
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[SerializeField] private float maxGauge = 100f;
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[SerializeField] private float currentGauge = 0f;
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[Header("表示UI設定")]
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[Tooltip("ミニゲーム画面をまとめている親オブジェクトを指定してください")]
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[SerializeField] private GameObject codingModeUI;
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[Header("バフパラメータ設定")]
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[SerializeField] private float buffDuration = 10f;
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[SerializeField] private float attackBuffMultiplier = 1.5f;
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[SerializeField] private float defenseBuffMultiplier = 0.5f;
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[SerializeField] private float hpHealAmount = 30f;
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private float attackBuffTimer = 0f;
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private float defenseBuffTimer = 0f;
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private bool isCodingMode = false;
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public bool IsAttackBuffActive => attackBuffTimer > 0f;
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public bool IsDefenseBuffActive => defenseBuffTimer > 0f;
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public float CurrentAttackMultiplier => IsAttackBuffActive ? attackBuffMultiplier : 1.0f;
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public float CurrentDefenseMultiplier => IsDefenseBuffActive ? defenseBuffMultiplier : 1.0f;
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private void Awake()
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{
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if (Instance == null) { Instance = this; }
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else { Destroy(gameObject); }
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}
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private void OnEnable()
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{
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if (zlButtonAction.action != null) zlButtonAction.action.Enable();
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if (zrButtonAction.action != null) zrButtonAction.action.Enable();
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}
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private void OnDisable()
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{
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if (zlButtonAction.action != null) zlButtonAction.action.Disable();
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if (zrButtonAction.action != null) zrButtonAction.action.Disable();
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}
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private void Start()
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{
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if (codingModeUI != null) codingModeUI.SetActive(false);
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}
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private void Update()
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{
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CheckComboInput();
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if (!isCodingMode)
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{
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UpdateBuffTimers();
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}
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}
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public void AddGauge(float amount)
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{
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if (isCodingMode) return;
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currentGauge += amount;
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currentGauge = Mathf.Clamp(currentGauge, 0f, maxGauge);
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Debug.Log($"🔋 共通ゲージ増加: {currentGauge} / {maxGauge}");
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}
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private void CheckComboInput()
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{
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if (zlButtonAction.action == null || zrButtonAction.action == null) return;
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bool zlPressed = zlButtonAction.action.triggered && zlButtonAction.action.ReadValue<float>() > 0.5f;
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bool zrPressed = zrButtonAction.action.triggered && zrButtonAction.action.ReadValue<float>() > 0.5f;
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if (!isCodingMode && currentGauge >= maxGauge)
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{
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if ((zlPressed && zrButtonAction.action.ReadValue<float>() > 0.5f) ||
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(zrPressed && zlButtonAction.action.ReadValue<float>() > 0.5f))
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{
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StartCodingMode();
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}
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}
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}
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private void StartCodingMode()
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{
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isCodingMode = true;
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Time.timeScale = 0f; // 時間停止
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if (codingModeUI != null)
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{
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codingModeUI.SetActive(true);
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// ★新設:画面が開いた瞬間にミニゲームの盤面をランダム生成してリセットする
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CodingModeGridManager gridManager = codingModeUI.GetComponentInChildren<CodingModeGridManager>();
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if (gridManager != null) gridManager.ResetAndGenerateMinigame();
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}
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}
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/// <summary>
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/// ★ミニゲームクリア時:獲得したバフリストをすべて適用して現実世界を再開する
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/// </summary>
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public void CompleteCodingMode(List<string> earnedBuffs)
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{
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Debug.Log("💻 【ハッキング成功】 ミニゲームクリア!現実世界に復帰します。");
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foreach (string buff in earnedBuffs)
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{
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ActivateBuffByName(buff);
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}
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ResumeGameplay();
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}
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/// <summary>
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/// ★ミニゲーム失敗時:失敗ゾーン接触による強制終了処理(バフなしで復帰)
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/// </summary>
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public void FailCodingMode()
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{
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Debug.Log("🚨 【ハッキング強制失敗】 失敗ゾーンに接触しました。バフなしで復帰します。");
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ResumeGameplay();
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}
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private void ResumeGameplay()
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{
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isCodingMode = false;
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Time.timeScale = 1f; // 時間再開
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if (codingModeUI != null) codingModeUI.SetActive(false);
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currentGauge = 0f; // ゲージ消費
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}
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private void ActivateBuffByName(string buffName)
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{
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switch (buffName)
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{
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case "AttackUp":
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attackBuffTimer = buffDuration;
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Debug.Log($"⚔️ 攻撃力UPが適用されました。効果時間: {buffDuration}秒");
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break;
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case "DefenseUp":
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defenseBuffTimer = buffDuration;
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Debug.Log($"🛡️ 防御力UPが適用されました。効果時間: {buffDuration}秒");
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break;
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case "Heal":
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Debug.Log($"💚 HP回復が適用されました。回復量: {hpHealAmount}");
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// ※将来の拡張:PlayerHealth.Instance.Heal(hpHealAmount);
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break;
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}
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}
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private void UpdateBuffTimers()
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{
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if (attackBuffTimer > 0f)
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{
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attackBuffTimer -= Time.deltaTime;
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if (attackBuffTimer <= 0f) Debug.Log("⚔️ 攻撃力UPバフの効果が終了しました。");
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}
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if (defenseBuffTimer > 0f)
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{
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defenseBuffTimer -= Time.deltaTime;
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if (defenseBuffTimer <= 0f) Debug.Log("🛡️ 防御力UPバフの効果が終了しました。");
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}
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}
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}
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