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114
Assets/Cube.prefab
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114
Assets/Cube.prefab
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137
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137
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@@ -132,12 +132,14 @@ public class BossController : MonoBehaviour, IDamageble
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}
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}
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}
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}
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public void TriggerParryStun()
|
public bool TriggerParryStun()
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{
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{
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if (currentState is SpiderBiteState || currentState is SpiderChargeState)
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if (currentState is SpiderBiteState || currentState is SpiderChargeState)
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{
|
{
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ChangeState<SpiderStunState>();
|
ChangeState<SpiderStunState>();
|
||||||
|
return true;
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}
|
}
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|
return false;
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}
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}
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public void ResetChargeCooldown()
|
public void ResetChargeCooldown()
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||||||
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|||||||
@@ -2,57 +2,110 @@ using UnityEngine;
|
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|
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public class VRInputPoseDetector : MonoBehaviour
|
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;
|
[SerializeField] private Transform headTransform;
|
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[SerializeField] private Transform rightHandTransform;
|
[SerializeField] private Transform rightHandTransform;
|
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[SerializeField] private Transform leftHandTransform;
|
[SerializeField] private Transform leftHandTransform;
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||||||
|
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|
[Header("構えの判定範囲設定")]
|
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[SerializeField] private float minForwardDistance = 0.15f;
|
[SerializeField] private float minForwardDistance = 0.15f;
|
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[SerializeField] private float maxForwardDistance = 0.5f;
|
[SerializeField] private float maxForwardDistance = 0.5f;
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[SerializeField] private float minHeightOffset = -0.35f;
|
[SerializeField] private float minHeightOffset = -0.35f;
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[SerializeField] private float maxHeightOffset = -0.1f;
|
[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")]
|
||||||
|
[SerializeField] private float requiredPoseTime = 0.3f;
|
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|
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||||||
|
[SerializeField] private float poseExitDelay = 0.15f;
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|
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|
[Header("視覚フィードバック(ガイドUI設定)")]
|
||||||
|
[SerializeField] private Renderer guideRenderer;
|
||||||
|
[SerializeField] private Color defaultColor = new Color(0.5f, 0.5f, 0.5f, 0.05f); // 普段(超薄いグレー)
|
||||||
|
[SerializeField] private Color chargingColor = new Color(1f, 0.8f, 0f, 0.2f); // 溜め中(うっすら黄色)
|
||||||
|
[SerializeField] private Color successColor = new Color(0f, 0.6f, 1f, 0.4f); // 構え完了(綺麗な青シールド)
|
||||||
|
|
||||||
private float poseTimer = 0f;
|
private float poseTimer = 0f;
|
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private bool isPoseMainTained = false;
|
private float exitTimer = 0f;
|
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public bool IsPosing => isPoseMainTained;
|
private bool isPoseMaintained = false;
|
||||||
|
|
||||||
|
public bool IsPosing => isPoseMaintained;
|
||||||
|
|
||||||
void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
if(headTransform == null || rightHandTransform == null || leftHandTransform == null) return;
|
if (headTransform == null || rightHandTransform == null || leftHandTransform == null) return;
|
||||||
|
|
||||||
//両手の世界座標を頭を中心としたローカル座標に変換
|
// 両手の世界座標を頭を中心としたローカル座標に変換
|
||||||
Vector3 localRightHand = headTransform.InverseTransformPoint(rightHandTransform.position);
|
Vector3 localRightHand = headTransform.InverseTransformPoint(rightHandTransform.position);
|
||||||
Vector3 localLeftHand = headTransform.InverseTransformPoint(leftHandTransform.position);
|
Vector3 localLeftHand = headTransform.InverseTransformPoint(leftHandTransform.position);
|
||||||
|
|
||||||
//両手が構え範囲に入っているかチェック
|
// 両手が構え範囲に入っているかチェック
|
||||||
bool isRightHandGuarding = CheckHandPosition(localRightHand);
|
bool isRightHandGuarding = CheckHandPosition(localRightHand);
|
||||||
bool isLeftHandGuarding = CheckHandPosition(localLeftHand);
|
bool isLeftHandGuarding = CheckHandPosition(localLeftHand);
|
||||||
|
|
||||||
//両手が構え範囲にある場合のタイマー処理
|
bool isBothHandsGuarding = isRightHandGuarding && isLeftHandGuarding;
|
||||||
if(isRightHandGuarding && isLeftHandGuarding)
|
|
||||||
|
// ─── 🛡️ チャタリング防止付き・構え判定ロジック ───
|
||||||
|
if (isBothHandsGuarding)
|
||||||
{
|
{
|
||||||
poseTimer += Time.deltaTime;
|
// 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
|
||||||
if(poseTimer >= requiredPoseTime && !isPoseMainTained)
|
exitTimer = 0f;
|
||||||
|
|
||||||
|
if (!isPoseMaintained)
|
||||||
{
|
{
|
||||||
isPoseMainTained = true;
|
poseTimer += Time.deltaTime;
|
||||||
Debug.Log("kamaeseikou");
|
if (poseTimer >= requiredPoseTime)
|
||||||
|
{
|
||||||
|
isPoseMaintained = true;
|
||||||
|
Debug.Log("🛡️ 【構え成功】 パリィ受付がアクティブになりました。");
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
poseTimer = 0f;
|
// 範囲外に出た場合
|
||||||
if(isPoseMainTained)
|
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
|
||||||
|
|
||||||
|
if (isPoseMaintained)
|
||||||
{
|
{
|
||||||
isPoseMainTained = false;
|
// 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!)
|
||||||
Debug.Log("kamaesippai");
|
exitTimer += Time.deltaTime;
|
||||||
|
|
||||||
|
if (exitTimer >= poseExitDelay)
|
||||||
|
{
|
||||||
|
isPoseMaintained = false;
|
||||||
|
exitTimer = 0f;
|
||||||
|
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。");
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
UpdateVisualFeedback(isBothHandsGuarding);
|
||||||
}
|
}
|
||||||
|
|
||||||
//
|
|
||||||
private bool CheckHandPosition(Vector3 localHandPos)
|
private bool CheckHandPosition(Vector3 localHandPos)
|
||||||
{
|
{
|
||||||
bool inForwardRange = localHandPos.z >= minForwardDistance && localHandPos.z <= maxForwardDistance; //Z軸:頭より前に手があるか
|
bool inForwardRange = localHandPos.z >= minForwardDistance && localHandPos.z <= maxForwardDistance; // Z軸:頭より前に手があるか
|
||||||
bool inHeightRange = localHandPos.y >= minHeightOffset && localHandPos.y <= maxHeightOffset; //Y軸:手の高さが適切か
|
bool inHeightRange = localHandPos.y >= minHeightOffset && localHandPos.y <= maxHeightOffset; // Y軸:手の高さが適切か
|
||||||
|
|
||||||
return inForwardRange && inHeightRange;
|
return inForwardRange && inHeightRange;
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
private void UpdateVisualFeedback(bool isBothHandsGuarding)
|
||||||
|
{
|
||||||
|
if (guideRenderer == null) return;
|
||||||
|
|
||||||
|
// 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
|
||||||
|
if (isPoseMaintained)
|
||||||
|
{
|
||||||
|
guideRenderer.material.color = successColor; // 成功:青シールド
|
||||||
|
}
|
||||||
|
else if (isBothHandsGuarding)
|
||||||
|
{
|
||||||
|
guideRenderer.material.color = chargingColor; // 溜め中:黄色
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
guideRenderer.material.color = defaultColor; // 構えなし:目立たない透明グレー
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -11,17 +11,15 @@ public class VRInputPunch : MonoBehaviour
|
|||||||
[SerializeField] private VRInputPoseDetector poseDetector;
|
[SerializeField] private VRInputPoseDetector poseDetector;
|
||||||
|
|
||||||
[Header("攻撃(パンチ)設定")]
|
[Header("攻撃(パンチ)設定")]
|
||||||
[SerializeField] private float minPunchSpeed = 2.0f; // パンチとして判定する最低速度 (m/s)
|
[SerializeField] private float minPunchSpeed = 1.0f; // パンチとして判定する最低速度 (m/s)
|
||||||
[SerializeField] private float damageMultiplier = 10.0f; // ダメージ倍率
|
[SerializeField] private float damageMultiplier = 10.0f; // ダメージ倍率
|
||||||
[SerializeField] private float hapticAmplitude = 0.5f; // 通常ヒットの振動の強さ
|
[SerializeField] private float hapticAmplitude = 0.5f; // 通常ヒットの振動の強さ
|
||||||
[SerializeField] private float hapticDuration = 0.1f; // 通常ヒットの振動の長さ
|
[SerializeField] private float hapticDuration = 0.1f; // 通常ヒットの振動の長さ
|
||||||
|
|
||||||
[Header("パリィ設定")]
|
[Header("パリィ設定")]
|
||||||
[SerializeField] private float minParrySpeed = 1.0f; // パリィできるパンチとして判定する最低速度 (m/s)
|
|
||||||
[SerializeField] private float parryStunDuration = 3.0f; // スタン時間(秒)
|
[SerializeField] private float parryStunDuration = 3.0f; // スタン時間(秒)
|
||||||
[SerializeField] private float parryHapticAmplitude = 0.9f; // パリィ成功時の振動の強さ
|
[SerializeField] private float parryHapticAmplitude = 0.9f; // パリィ成功時の振動の強さ
|
||||||
[SerializeField] private float parryHapticDuration = 0.25f; // パリィ成功時の振動の長さ
|
[SerializeField] private float parryHapticDuration = 0.25f; // パリィ成功時の振動の長さ
|
||||||
// ─────────────────────────────────────────
|
|
||||||
|
|
||||||
private void OnEnable()
|
private void OnEnable()
|
||||||
{
|
{
|
||||||
@@ -72,16 +70,17 @@ public class VRInputPunch : MonoBehaviour
|
|||||||
BossController boss = other.GetComponentInParent<BossController>();
|
BossController boss = other.GetComponentInParent<BossController>();
|
||||||
if (boss != null)
|
if (boss != null)
|
||||||
{
|
{
|
||||||
boss.TriggerParryStun();
|
if(boss.TriggerParryStun())
|
||||||
|
{
|
||||||
TriggerHaptics(parryHapticAmplitude, parryHapticDuration);
|
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!");
|
Debug.Log("🛡️ 【ジャストパリィ成功!】 ボスの体勢を崩しました!");
|
||||||
return;
|
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。");
|
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;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user