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[Header("プレイヤー移動・操作制御用 入力設定")] - [Tooltip("プレイヤーの移動入力(例: LeftHand Move)のアクションを指定してください")] [SerializeField] private InputActionProperty moveAction; - [Tooltip("プレイヤーの視点回転入力(例: RightHand Turn)があれば指定してください(任意)")] [SerializeField] private InputActionProperty turnAction; + [SerializeField] private float codingLimitDuration = 15f; + private float codingTimer = 0f; - [Header("ゲージ設定")] [SerializeField] private float maxGauge = 100f; [SerializeField] private float currentGauge = 0f; - [Header("表示UI設定")] - [Tooltip("画面全体を追従させる親オブジェクト(World Space Canvasや3D台座)を指定してください")] [SerializeField] private GameObject codingModeUI; + [SerializeField] private PuzzleGridBoard puzzleBoard; // 盤面参照 - [Header("バフパラメータ設定")] - [Tooltip("攻撃力UP・防御力UPの持続時間 (秒)")] [SerializeField] private float buffDuration = 10f; - [Tooltip("攻撃力UP時のダメージ倍率 (例: 1.5倍)")] [SerializeField] private float attackBuffMultiplier = 1.5f; - [Tooltip("防御力UP時の被ダメージ軽減率 (例: 0.5ならダメージ50%カット)")] [SerializeField] private float defenseBuffMultiplier = 0.5f; - [Tooltip("HP回復バフ発動時の回復量")] [SerializeField] private float hpHealAmount = 30f; - // 各バフの残り時間を管理するタイマー(0より大きければバフ有効) private float attackBuffTimer = 0f; private float defenseBuffTimer = 0f; - - // 現在Codingモード(時間停止中)かどうかのフラグ private bool isCodingMode = false; - // 【記憶リスト】一時停止させた敵のアニメーターとNavMeshAgentを記憶しておく private List pausedAnimators = new List(); private List pausedAgents = new List(); @@ -63,36 +46,22 @@ public class PlayerStatusManager : MonoBehaviour else { Destroy(gameObject); } } - private void OnEnable() - { - if (zlButtonAction.action != null) zlButtonAction.action.Enable(); - if (zrButtonAction.action != null) zrButtonAction.action.Enable(); - if (moveAction.action != null) moveAction.action.Enable(); - if (turnAction.action != null) turnAction.action.Enable(); - } - - private void OnDisable() - { - if (zlButtonAction.action != null) zlButtonAction.action.Disable(); - if (zrButtonAction.action != null) zrButtonAction.action.Disable(); - if (moveAction.action != null) moveAction.action.Disable(); - if (turnAction.action != null) turnAction.action.Disable(); - } - - private void Start() - { - if (codingModeUI != null) codingModeUI.SetActive(false); - } - private void Update() { CheckComboInput(); - // ゲームプレイ中(時間停止中でないとき)のみ、バフのタイマーを減算する if (!isCodingMode) { UpdateBuffTimers(); } + else + { + codingTimer -= Time.deltaTime; + if (codingTimer <= 0f) + { + FailCodingModeByTimeout(); + } + } } public void AddGauge(float amount) @@ -100,7 +69,6 @@ public class PlayerStatusManager : MonoBehaviour if (isCodingMode) return; currentGauge += amount; currentGauge = Mathf.Clamp(currentGauge, 0f, maxGauge); - Debug.Log($"🔋 共通ゲージ増加: {currentGauge} / {maxGauge}"); } private void CheckComboInput() @@ -110,7 +78,6 @@ public class PlayerStatusManager : MonoBehaviour bool zlPressed = zlButtonAction.action.triggered && zlButtonAction.action.ReadValue() > 0.5f; bool zrPressed = zrButtonAction.action.triggered && zrButtonAction.action.ReadValue() > 0.5f; - // 同時押しの判定 bool isComboTriggered = (zlPressed && zrButtonAction.action.ReadValue() > 0.5f) || (zrPressed && zlButtonAction.action.ReadValue() > 0.5f); @@ -118,148 +85,85 @@ public class PlayerStatusManager : MonoBehaviour { if (!isCodingMode && currentGauge >= maxGauge) { - // 通常時 ➔ ゲージ満タンならCodingモード発動 StartCodingMode(); } else if (isCodingMode) { - // ★Codingモード中に再度同時押し ➔ キャンセルして無消費で復帰 - CancelCodingMode(); + CancelCodingMode(); // 手動キャンセルはゲージ維持 } } } - /// - /// Codingモード(時間停止)を開始する - /// private void StartCodingMode() { isCodingMode = true; + codingTimer = codingLimitDuration; // タイマーリセット - // 1. プレイヤーの移動・視点回転の入力アクションを無効化(Disable)して足止めする + if (puzzleBoard != null) puzzleBoard.ClearBoard(); if (moveAction.action != null) moveAction.action.Disable(); if (turnAction.action != null) turnAction.action.Disable(); - // 2. シーン内の敵のアニメーターを検索して完全停止 - Animator[] allAnimators = FindObjectsByType(FindObjectsSortMode.None); - pausedAnimators.Clear(); - - foreach (var anim in allAnimators) + foreach (var anim in FindObjectsByType(FindObjectsSortMode.None)) { - if (anim == null) continue; - if (anim.gameObject == this.gameObject || anim.CompareTag("Player")) continue; - - anim.speed = 0f; + if (anim == null || anim.gameObject == this.gameObject || anim.CompareTag("Player")) continue; + anim.speed = 0f; pausedAnimators.Add(anim); } - // 3. ボスのNavMeshAgent(自動移動)も一時停止させる - NavMeshAgent[] allAgents = FindObjectsByType(FindObjectsSortMode.None); - pausedAgents.Clear(); - - foreach (var agent in allAgents) + foreach (var agent in FindObjectsByType(FindObjectsSortMode.None)) { - if (agent == null || !agent.enabled || !agent.gameObject.activeInHierarchy) continue; - if (agent.CompareTag("Player")) continue; - - if (!agent.isStopped) - { - agent.isStopped = true; - pausedAgents.Add(agent); - } + if (agent == null || !agent.enabled || !agent.gameObject.activeInHierarchy || agent.CompareTag("Player")) continue; + if (!agent.isStopped) { agent.isStopped = true; pausedAgents.Add(agent); } } if (codingModeUI != null) codingModeUI.SetActive(true); - Debug.Log("⏳ Codingモード:プレイヤー移動をロック&敵の時間(アニメ・NavMesh)を完全停止しました。"); + Debug.Log($"⏳ Codingモード開始(パズル制限時間: {codingLimitDuration}秒)"); } - /// - /// バフを適用してゲームを再開する(ゲージ消費あり) - /// public void ApplyBuffsAndResume(string buff1, string buff2) { - // 1. 選択された2つのバフをそれぞれ発動 ActivateBuffByName(buff1); ActivateBuffByName(buff2); - - // 2. ゲーム状態を復帰(ゲージを消費) ResumeWorldState(consumeGauge: true); - - Debug.Log("▶ Codingモード完了:バフを適用してゲームを再開しました。"); + Debug.Log("🎉 パズル成功!バフを適用して再開。"); + } + + private void FailCodingModeByTimeout() + { + ResumeWorldState(consumeGauge: true); // 失敗したのでゲージは消費される + Debug.Log("💀 時間切れ! Codingモード失敗(バフなし・ゲージ消費)。"); } - /// - /// ★新規実装:Codingモードをキャンセルしてゲームを再開する(ゲージ消費なし) - /// public void CancelCodingMode() { - // ゲーム状態を復帰(ゲージは維持) - ResumeWorldState(consumeGauge: false); - - Debug.Log("↩️ Codingモードキャンセル:ゲージを維持したまま通常状態に復帰しました。"); + ResumeWorldState(consumeGauge: false); // 手動キャンセルはゲージ消費なし + Debug.Log("↩️ Codingモード手動キャンセル。"); } - /// - /// 世界の状態(アニメーション・NavMesh・プレイヤー移動・UI)を復帰させる共通メソッド - /// private void ResumeWorldState(bool consumeGauge) { - // 1. 停止させていた敵のアニメーターを元の速度(1.0f)に戻す - foreach (var anim in pausedAnimators) - { - if (anim != null) - { - anim.speed = 1f; - } - } + foreach (var anim in pausedAnimators) { if (anim != null) anim.speed = 1f; } pausedAnimators.Clear(); - // 2. 停止させていたNavMeshAgentの移動を再開する - foreach (var agent in pausedAgents) - { - if (agent != null && agent.enabled) - { - agent.isStopped = false; - } - } + foreach (var agent in pausedAgents) { if (agent != null && agent.enabled) agent.isStopped = false; } pausedAgents.Clear(); - // 3. プレイヤーの移動・視点回転の入力アクションを再有効化(Enable)して操作ロックを解除 if (moveAction.action != null) moveAction.action.Enable(); if (turnAction.action != null) turnAction.action.Enable(); - // 4. フラグとUIをリセット isCodingMode = false; if (codingModeUI != null) codingModeUI.SetActive(false); - // 5. ゲージの消費制御 - if (consumeGauge) - { - currentGauge = 0f; // バフ決定時のみゲージ消費 - } + if (consumeGauge) currentGauge = 0f; } private void ActivateBuffByName(string buffName) { switch (buffName) { - case "AttackUp": - attackBuffTimer = buffDuration; - Debug.Log($"⚔️ 攻撃力UPバフ発動! 倍率: {attackBuffMultiplier} / 効果時間: {buffDuration}秒"); - break; - - case "DefenseUp": - defenseBuffTimer = buffDuration; - Debug.Log($"🛡️ 防御力UPバフ発動! 被ダメージ倍率: {defenseBuffMultiplier} / 効果時間: {buffDuration}秒"); - break; - - case "Heal": - ExecuteHeal(); - break; - - default: - Debug.LogWarning($"未定義のバフ名が検出されました: {buffName}"); - break; + case "AttackUp": attackBuffTimer = buffDuration; break; + case "DefenseUp": defenseBuffTimer = buffDuration; break; + case "Heal": ExecuteHeal(); break; } } @@ -270,16 +174,7 @@ public class PlayerStatusManager : MonoBehaviour private void UpdateBuffTimers() { - if (attackBuffTimer > 0f) - { - attackBuffTimer -= Time.deltaTime; - if (attackBuffTimer <= 0f) Debug.Log("⚔️ 攻撃力UPバフの効果が終了しました。"); - } - - if (defenseBuffTimer > 0f) - { - defenseBuffTimer -= Time.deltaTime; - if (defenseBuffTimer <= 0f) Debug.Log("🛡️ 防御力UPバフの効果が終了しました。"); - } + if (attackBuffTimer > 0f) attackBuffTimer -= Time.deltaTime; + if (defenseBuffTimer > 0f) defenseBuffTimer -= Time.deltaTime; } } \ No newline at end of file diff --git a/Assets/_Scripts/PuzzleBlock.cs b/Assets/_Scripts/PuzzleBlock.cs new file mode 100644 index 0000000..4e39bc3 --- /dev/null +++ b/Assets/_Scripts/PuzzleBlock.cs @@ -0,0 +1,105 @@ +using UnityEngine; +using System.Collections.Generic; + +public enum BlockColor { Red, Blue, Green } +public enum BlockShapeType { TShape, CShape } + +public class PuzzleBlock : MonoBehaviour +{ + [field: SerializeField] public BlockColor Color { get; private set; } + [field: SerializeField] public BlockShapeType ShapeType { get; private set; } + + // 原点(0,0)を基準としたブロックのマス配置データ + public List LocalCells { get; private set; } = new List(); + + private PuzzleGridBoard currentBoard; + private bool isGrabbed = false; + + private void Awake() + { + InitializeShapeCells(); + } + + private void InitializeShapeCells() + { + LocalCells.Clear(); + + if (ShapeType == BlockShapeType.TShape) + { + LocalCells.Add(new Vector2Int(0, 0)); + LocalCells.Add(new Vector2Int(0, 1)); + LocalCells.Add(new Vector2Int(0, 2)); + LocalCells.Add(new Vector2Int(1, 1)); + } + else if (ShapeType == BlockShapeType.CShape) + { + LocalCells.Add(new Vector2Int(0, 0)); + LocalCells.Add(new Vector2Int(1, 0)); + LocalCells.Add(new Vector2Int(0, 1)); + LocalCells.Add(new Vector2Int(0, 2)); + LocalCells.Add(new Vector2Int(1, 2)); + } + } + + public List GetRotatedCells() + { + List rotated = new List(); + // 現在のY回転を90度単位に丸める (0, 1, 2, 3) + int steps = Mathf.RoundToInt(transform.eulerAngles.y / 90f) % 4; + if (steps < 0) steps += 4; + + foreach (var cell in LocalCells) + { + Vector2Int c = cell; + for (int i = 0; i < steps; i++) + { + // 時計回りに90度回転: (x, y) -> (y, -x) + c = new Vector2Int(c.y, -c.x); + } + rotated.Add(c); + } + return rotated; + } + + public void OnGrabbed() + { + isGrabbed = true; + if (currentBoard != null) + { + currentBoard.RemoveBlock(this); + currentBoard = null; + } + } + + // PuzzleBlock.cs 内に以下を追加・修正 + private PuzzleGridBoard overlappingBoard; + + private void OnTriggerEnter(Collider other) + { + var board = other.GetComponentInParent(); + if (board != null) overlappingBoard = board; + } + + private void OnTriggerExit(Collider other) + { + var board = other.GetComponentInParent(); + if (board == overlappingBoard) overlappingBoard = null; + } + + // 引数なしで呼べるように変更 + public void OnReleased() + { + isGrabbed = false; + + // 1. 手の傾きを最も近い90度単位にスナップ補正 + Vector3 currentEuler = transform.eulerAngles; + float snappedY = Mathf.Round(currentEuler.y / 90f) * 90f; + transform.rotation = Quaternion.Euler(0f, snappedY, 0f); + + // 2. 近くにある盤面へのセットを試みる + if (overlappingBoard != null && overlappingBoard.TryPlaceBlock(this)) + { + currentBoard = overlappingBoard; + } + } +} \ No newline at end of file diff --git a/Assets/_Scripts/PuzzleBlock.cs.meta b/Assets/_Scripts/PuzzleBlock.cs.meta new file mode 100644 index 0000000..0a8bccf --- /dev/null +++ b/Assets/_Scripts/PuzzleBlock.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: f5140afa8506840059b73ebefeda1e8c \ No newline at end of file diff --git a/Assets/_Scripts/PuzzleGridBoard.cs b/Assets/_Scripts/PuzzleGridBoard.cs new file mode 100644 index 0000000..53c4ab1 --- /dev/null +++ b/Assets/_Scripts/PuzzleGridBoard.cs @@ -0,0 +1,106 @@ +using UnityEngine; +using System.Collections.Generic; + +public class PuzzleGridBoard : MonoBehaviour +{ + [Header("盤面設定")] + [SerializeField] private float cellSize = 0.1f; // 1マスのサイズ(メートル) + [SerializeField] private Transform originAnchor; // 3x3の左下(0,0)の基準Transform + + // 3x3 のマス目データ(設置されているブロックを管理) + private PuzzleBlock[,] grid = new PuzzleBlock[3, 3]; + private List placedBlocks = new List(); + + public bool TryPlaceBlock(PuzzleBlock block) + { + // ブロックの原点位置から盤面のグリッド座標(0~2, 0~2)を算出 + Vector3 localPos = originAnchor.InverseTransformPoint(block.transform.position); + int originX = Mathf.RoundToInt(localPos.x / cellSize); + int originY = Mathf.RoundToInt(localPos.z / cellSize); + + List shapeCells = block.GetRotatedCells(); + + // 設置可能かチェック(はみ出し・重ね被りがないか) + foreach (var cell in shapeCells) + { + int targetX = originX + cell.x; + int targetY = originY + cell.y; + + if (targetX < 0 || targetX >= 3 || targetY < 0 || targetY >= 3) return false; // 盤面外 + if (grid[targetX, targetY] != null) return false; // すでに埋まっている + } + + // 設置確定処理 + foreach (var cell in shapeCells) + { + grid[originX + cell.x, originY + cell.y] = block; + } + placedBlocks.Add(block); + + // 吸い付き(スナップ)位置の固定 + Vector3 snapLocalPos = new Vector3(originX * cellSize, 0f, originY * cellSize); + block.transform.position = originAnchor.TransformPoint(snapLocalPos); + + // 成功チェック(全9マスが単一色で埋まったか) + EvaluateBoardComplete(); + return true; + } + + public void RemoveBlock(PuzzleBlock block) + { + for (int x = 0; x < 3; x++) + { + for (int y = 0; y < 3; y++) + { + if (grid[x, y] == block) grid[x, y] = null; + } + } + placedBlocks.Remove(block); + } + + private void EvaluateBoardComplete() + { + // 全9マスが埋まっているかチェック + for (int x = 0; x < 3; x++) + { + for (int y = 0; y < 3; y++) + { + if (grid[x, y] == null) return; // 空きマスがあるので未完成 + } + } + + // 全ブロックの色が統一されているかチェック + BlockColor firstColor = placedBlocks[0].Color; + foreach (var b in placedBlocks) + { + if (b.Color != firstColor) + { + Debug.Log("❌ 3x3は埋まりましたが、色が混ざっているため失敗です。"); + return; + } + } + + // ★パズル成功! 色に対応したバフを発動してCodingModeを終了する + Debug.Log($"🎉 パズル成功! 単一色 ({firstColor}) で完成しました!"); + string buffName = ConvertColorToBuffName(firstColor); + + PlayerStatusManager.Instance.ApplyBuffsAndResume(buffName, buffName); + } + + private string ConvertColorToBuffName(BlockColor color) + { + return color switch + { + BlockColor.Red => "AttackUp", + BlockColor.Blue => "DefenseUp", + BlockColor.Green => "Heal", + _ => "AttackUp" + }; + } + + public void ClearBoard() + { + grid = new PuzzleBlock[3, 3]; + placedBlocks.Clear(); + } +} \ No newline at end of file diff --git a/Assets/_Scripts/PuzzleGridBoard.cs.meta b/Assets/_Scripts/PuzzleGridBoard.cs.meta new file mode 100644 index 0000000..7095244 --- /dev/null +++ b/Assets/_Scripts/PuzzleGridBoard.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 3c49da017d0074aa4b9f4c23133fbb5d \ No newline at end of file