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m_TagString: Untagged + m_TagString: Player m_Icon: {fileID: 0} m_NavMeshLayer: 0 m_StaticEditorFlags: 0 @@ -3281,8 +3281,8 @@ Transform: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 404289281} serializedVersion: 2 - m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} - m_LocalPosition: {x: 20, y: 26.062, z: -3.099} + m_LocalRotation: {x: 0.0010081945, y: -0.51918787, z: -0.00063397904, w: -0.8546594} + m_LocalPosition: {x: -39.541996, y: 25.250708, z: 11.4522085} m_LocalScale: {x: 1, y: 1, z: 1} m_ConstrainProportionsScale: 0 m_Children: @@ -3668,8 +3668,8 @@ Rigidbody: m_Bits: 0 m_ImplicitCom: 1 m_ImplicitTensor: 1 - m_UseGravity: 1 - m_IsKinematic: 0 + m_UseGravity: 0 + m_IsKinematic: 1 m_Interpolate: 0 m_Constraints: 112 m_CollisionDetection: 0 @@ -3686,7 +3686,7 @@ MonoBehaviour: m_Name: m_EditorClassIdentifier: Assembly-CSharp::EnemyHealth maxHealth: 100 - knockbackForce: 5 + knockbackDuration: 0.5 --- !u!114 &438681048 MonoBehaviour: m_ObjectHideFlags: 0 @@ -3722,7 +3722,7 @@ NavMeshAgent: m_Enabled: 1 m_AgentTypeID: 0 m_Radius: 0.5 - 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// 攻撃アニメーションの再生中でない場合のみ、ステートに応じた行動を実行 - if (!isAttacking) + // 攻撃、のけぞりアニメーションの再生中でない場合のみ、ステートに応じた行動を実行 + if (!isAttacking && !isKnockbacking) { switch (currentState) { @@ -164,8 +171,11 @@ public class EnemyAI : MonoBehaviour return; } - // クールダウン中であっても、追跡ステートである限りはプレイヤーの現在位置を追い続ける - agent.SetDestination(playerTransform.position); + // のけぞり中でない場合、追跡の目的地を更新する + if(!isKnockbacking) + { + agent.SetDestination(playerTransform.position); + } } /// 【攻撃状態】の思考ロジック @@ -201,7 +211,7 @@ public class EnemyAI : MonoBehaviour float targetSpeed = 0f; // 攻撃中でなく、経路が存在し、かつ実際に一定以上の速度で移動している場合のみSpeedを1にする - if (!isAttacking && agent.hasPath && agent.velocity.magnitude > 0.1f) + if (!isAttacking && !isKnockbacking && agent.hasPath && agent.velocity.magnitude > 0.1f) { targetSpeed = 1f; } @@ -213,7 +223,7 @@ public class EnemyAI : MonoBehaviour /// 攻撃ステートの際、プレイヤーの方向へ滑らかに旋回させる private void UpdateRotationOnAttack() { - if (currentState == AIState.Attack && playerTransform != null) + if (currentState == AIState.Attack && playerTransform != null && !isKnockbacking) { Vector3 direction = (playerTransform.position - transform.position).normalized; direction.y = 0; // 上下方向の傾き(ピッチ回転)を無視 @@ -227,6 +237,60 @@ public class EnemyAI : MonoBehaviour } #endregion + // ダメージを受けた際に、EnemyhHealthから呼び出されるのけぞり開始メソッド + public void TriggerKnockback(float duration) + { + if(isDead) return; + + StopAllCoroutines(); + isAttacking = false; + isWandering = false; + isKnockbacking = false; + + if(agent.isOnNavMesh) + { + agent.isStopped = false; + } + + StartCoroutine(KnockbackRoutine(duration)); + } + + public void DisableAIOnDeath() + { + isDead = true; + StopAllCoroutines(); + if(agent != null && agent.isOnNavMesh) + { + agent.isStopped = true; + agent.ResetPath(); + } + } + + private IEnumerator KnockbackRoutine(float duration) + { + isKnockbacking = true; + + if(agent.isOnNavMesh) + { + agent.isStopped = true; + agent.ResetPath(); + } + + anim.SetTrigger("Hit"); + + yield return new WaitForSeconds(duration); + + if(agent.isOnNavMesh) + { + agent.isStopped = false; + } + + isKnockbacking = false; + isCooldown = false; + + StartCoroutine(AILoop()); + } + #region 攻撃・移動のコルーチン処理 /// 徘徊時のランダム移動を制御するコルーチン private IEnumerator WanderMoveRoutine() @@ -274,7 +338,7 @@ public class EnemyAI : MonoBehaviour } // 到着または諦めた後、ランダムな時間その場で待機 - yield return new WaitForSeconds(Random.Range(minWaitTime, maxWaitTime)); + yield return new WaitForSeconds(UnityEngine.Random.Range(minWaitTime, maxWaitTime)); isWandering = false; } @@ -289,6 +353,8 @@ public class EnemyAI : MonoBehaviour yield return new WaitForSeconds(telegraphDuration); + if(isKnockbacking) yield break; + anim.SetTrigger("Attack"); } @@ -313,7 +379,7 @@ public class EnemyAI : MonoBehaviour /// 攻撃アニメーションのヒットフレームで実行されるヒット判定(Animation Eventから呼び出し) public void OnPunchHit() { - if (playerTransform == null) return; + if (isKnockbacking || playerTransform == null) return; float distanceToPlayer = Vector3.Distance(transform.position, playerTransform.position); @@ -327,6 +393,7 @@ public class EnemyAI : MonoBehaviour /// Recovery(硬直)アニメーションの終了時に実行される処理(Animation Eventから呼び出し) public void OnRecoveryEnd() { + if(isKnockbacking) return; isAttacking = false; if (playerTransform == null) @@ -358,7 +425,7 @@ public class EnemyAI : MonoBehaviour /// 指定された中心座標の範囲内から、NavMesh上の有効なランダム座標を取得する private Vector3 GetRandomNavMeshPoint(Vector3 center, float radius) { - Vector3 randomDirection = Random.insideUnitSphere * radius; + Vector3 randomDirection = UnityEngine.Random.insideUnitSphere * radius; randomDirection += center; NavMeshHit hit; diff --git a/Assets/Scripts/EnemyHealth.cs b/Assets/Scripts/EnemyHealth.cs index c89cead..749b3e2 100644 --- a/Assets/Scripts/EnemyHealth.cs +++ b/Assets/Scripts/EnemyHealth.cs @@ -6,13 +6,13 @@ public class EnemyHealth : MonoBehaviour, IDamageble [SerializeField] private float maxHealth = 100f; private float currentHealth; - [SerializeField] private float knockbackForce = 5f; - private Rigidbody rb; + [SerializeField] private float knockbackDuration = 0.5f; + private EnemyAI enemyAI; void Start() { currentHealth = maxHealth; //HPを代入 - rb = GetComponent(); + enemyAI = GetComponent(); } public void TakeDamage(DamageInfo damageInfo) @@ -26,19 +26,26 @@ public class EnemyHealth : MonoBehaviour, IDamageble Debug.Log("構えボーナス"); } - if(rb != null) //ノックバック - { - rb.AddForce(damageInfo.punchDirection * knockbackForce, ForceMode.Impulse); //パンチが飛んできた方向に力を加える - } - if(currentHealth <= 0) { Die(); } + else + { + if(enemyAI != null) + { + enemyAI.TriggerKnockback(knockbackDuration); + } + } } private void Die() { + if(enemyAI != null) + { + enemyAI.DisableAIOnDeath(); + } + Destroy(gameObject, 0.5f); } } diff --git a/Assets/XR/Settings/OpenXRPackageSettings.asset b/Assets/XR/Settings/OpenXRPackageSettings.asset index 54e3112..312c3cc 100644 --- a/Assets/XR/Settings/OpenXRPackageSettings.asset +++ b/Assets/XR/Settings/OpenXRPackageSettings.asset @@ -482,6 +482,28 @@ MonoBehaviour: targetOpenXRApiVersion: required: 0 customRuntimeLoaderName: +--- !u!114 &-5208808512427716356 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: 12d3bf61b014a48a2b7564c61da9d7ad, type: 3} + m_Name: AndroidXRPerformanceMetrics Standalone + m_EditorClassIdentifier: Unity.XR.AndroidOpenXR::UnityEngine.XR.OpenXR.Features.Android.AndroidXRPerformanceMetrics + m_enabled: 0 + nameUi: Android XR Performance Metrics + version: 0.1.0 + featureIdInternal: com.unity.openxr.feature.androidxr-performance-metrics + openxrExtensionStrings: XR_ANDROID_performance_metrics + company: Unity Technologies + priority: 0 + targetOpenXRApiVersion: + required: 0 + customRuntimeLoaderName: --- !u!114 &-5020865716739387940 MonoBehaviour: m_ObjectHideFlags: 0 @@ -521,8 +543,18 @@ MonoBehaviour: features: - 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