parilitest
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@@ -2,57 +2,110 @@ using UnityEngine;
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public class VRInputPoseDetector : MonoBehaviour
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{
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[Header("必須コンポーネント登録")]
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[SerializeField] private Transform headTransform;
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[SerializeField] private Transform rightHandTransform;
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[SerializeField] private Transform leftHandTransform;
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[Header("構えの判定範囲設定")]
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[SerializeField] private float minForwardDistance = 0.15f;
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[SerializeField] private float maxForwardDistance = 0.5f;
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[SerializeField] private float minHeightOffset = -0.35f;
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[SerializeField] private float maxHeightOffset = -0.1f;
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[SerializeField] private float requiredPoseTime = -0.3f;
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[Header("タイマー・バッファ設定")]
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[SerializeField] private float requiredPoseTime = 0.3f;
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[SerializeField] private float poseExitDelay = 0.15f;
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[Header("視覚フィードバック(ガイドUI設定)")]
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[SerializeField] private Renderer guideRenderer;
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[SerializeField] private Color defaultColor = new Color(0.5f, 0.5f, 0.5f, 0.05f); // 普段(超薄いグレー)
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[SerializeField] private Color chargingColor = new Color(1f, 0.8f, 0f, 0.2f); // 溜め中(うっすら黄色)
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[SerializeField] private Color successColor = new Color(0f, 0.6f, 1f, 0.4f); // 構え完了(綺麗な青シールド)
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private float poseTimer = 0f;
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private bool isPoseMainTained = false;
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public bool IsPosing => isPoseMainTained;
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private float exitTimer = 0f;
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private bool isPoseMaintained = false;
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public bool IsPosing => isPoseMaintained;
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void Update()
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{
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if(headTransform == null || rightHandTransform == null || leftHandTransform == null) return;
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if (headTransform == null || rightHandTransform == null || leftHandTransform == null) return;
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//両手の世界座標を頭を中心としたローカル座標に変換
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// 両手の世界座標を頭を中心としたローカル座標に変換
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Vector3 localRightHand = headTransform.InverseTransformPoint(rightHandTransform.position);
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Vector3 localLeftHand = headTransform.InverseTransformPoint(leftHandTransform.position);
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//両手が構え範囲に入っているかチェック
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// 両手が構え範囲に入っているかチェック
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bool isRightHandGuarding = CheckHandPosition(localRightHand);
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bool isLeftHandGuarding = CheckHandPosition(localLeftHand);
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//両手が構え範囲にある場合のタイマー処理
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if(isRightHandGuarding && isLeftHandGuarding)
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bool isBothHandsGuarding = isRightHandGuarding && isLeftHandGuarding;
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// ─── 🛡️ チャタリング防止付き・構え判定ロジック ───
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if (isBothHandsGuarding)
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{
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poseTimer += Time.deltaTime;
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if(poseTimer >= requiredPoseTime && !isPoseMainTained)
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// 範囲内に手が戻ったので、解除カウントダウンを即座にリセット
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exitTimer = 0f;
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if (!isPoseMaintained)
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{
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isPoseMainTained = true;
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Debug.Log("kamaeseikou");
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poseTimer += Time.deltaTime;
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if (poseTimer >= requiredPoseTime)
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{
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isPoseMaintained = true;
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Debug.Log("🛡️ 【構え成功】 パリィ受付がアクティブになりました。");
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}
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}
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}
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else
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{
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poseTimer = 0f;
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if(isPoseMainTained)
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// 範囲外に出た場合
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poseTimer = 0f; // まだ構えが完了していない段階(溜め中)なら即リセット
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if (isPoseMaintained)
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{
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isPoseMainTained = false;
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Debug.Log("kamaesippai");
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// すでに構えが成功している状態なら、猶予タイマーを開始(ここで即解除しない!)
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exitTimer += Time.deltaTime;
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if (exitTimer >= poseExitDelay)
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{
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isPoseMaintained = false;
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exitTimer = 0f;
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Debug.Log("❌ 【構え解除】 猶予時間を超えたためガードが解けました。");
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}
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}
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}
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UpdateVisualFeedback(isBothHandsGuarding);
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}
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//
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private bool CheckHandPosition(Vector3 localHandPos)
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{
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bool inForwardRange = localHandPos.z >= minForwardDistance && localHandPos.z <= maxForwardDistance; //Z軸:頭より前に手があるか
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bool inHeightRange = localHandPos.y >= minHeightOffset && localHandPos.y <= maxHeightOffset; //Y軸:手の高さが適切か
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bool inForwardRange = localHandPos.z >= minForwardDistance && localHandPos.z <= maxForwardDistance; // Z軸:頭より前に手があるか
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bool inHeightRange = localHandPos.y >= minHeightOffset && localHandPos.y <= maxHeightOffset; // Y軸:手の高さが適切か
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return inForwardRange && inHeightRange;
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}
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}
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private void UpdateVisualFeedback(bool isBothHandsGuarding)
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{
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if (guideRenderer == null) return;
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// ボスの攻撃を見やすくするため、現在の状態に応じてガイドシールドのカラーを3段階可変させる
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if (isPoseMaintained)
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{
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guideRenderer.material.color = successColor; // 成功:青シールド
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}
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else if (isBothHandsGuarding)
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{
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guideRenderer.material.color = chargingColor; // 溜め中:黄色
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}
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else
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{
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guideRenderer.material.color = defaultColor; // 構えなし:目立たない透明グレー
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}
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}
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}
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