パーツ準備
This commit is contained in:
@@ -1,52 +1,35 @@
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using UnityEngine;
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using UnityEngine.InputSystem;
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using UnityEngine.AI;
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using System.Collections;
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using System.Collections.Generic;
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/// <summary>
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/// プレイヤーの共通ゲージ、時間停止(Codingモード)、UI、および各種バフの制限時間を管理するクラス
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/// </summary>
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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("プレイヤー移動・操作制御用 入力設定")]
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[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")]
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[SerializeField] private InputActionProperty moveAction;
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[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)")]
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[SerializeField] private InputActionProperty turnAction;
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[SerializeField] private float codingLimitDuration = 15f;
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private float codingTimer = 0f;
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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("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")]
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[SerializeField] private GameObject codingModeUI;
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[SerializeField] private PuzzleGridBoard puzzleBoard; // 盤面参照
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[Header("バフパラメータ設定")]
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[Tooltip("攻撃力UP・防御力UPの持続時間 (秒)")]
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[SerializeField] private float buffDuration = 10f;
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[Tooltip("攻撃力UP時のダメージ倍率 (例: 1.5倍)")]
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[SerializeField] private float attackBuffMultiplier = 1.5f;
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[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)")]
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[SerializeField] private float defenseBuffMultiplier = 0.5f;
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[Tooltip("HP回復バフ発動時の回復量")]
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[SerializeField] private float hpHealAmount = 30f;
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// 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)
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private float attackBuffTimer = 0f;
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private float defenseBuffTimer = 0f;
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// 現在Codingモード(時間停止中)かどうかのフラグ
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private bool isCodingMode = false;
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// 【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
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private List<Animator> pausedAnimators = new List<Animator>();
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private List<NavMeshAgent> pausedAgents = new List<NavMeshAgent>();
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@@ -63,36 +46,22 @@ public class PlayerStatusManager : MonoBehaviour
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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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if (moveAction.action != null) moveAction.action.Enable();
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if (turnAction.action != null) turnAction.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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if (moveAction.action != null) moveAction.action.Disable();
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if (turnAction.action != null) turnAction.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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// 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
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if (!isCodingMode)
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{
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UpdateBuffTimers();
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}
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else
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{
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codingTimer -= Time.deltaTime;
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if (codingTimer <= 0f)
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{
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FailCodingModeByTimeout();
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}
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}
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}
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public void AddGauge(float amount)
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@@ -100,7 +69,6 @@ public class PlayerStatusManager : MonoBehaviour
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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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@@ -110,7 +78,6 @@ public class PlayerStatusManager : MonoBehaviour
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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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// 同時押しの判定
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bool isComboTriggered = (zlPressed && zrButtonAction.action.ReadValue<float>() > 0.5f) ||
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(zrPressed && zlButtonAction.action.ReadValue<float>() > 0.5f);
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@@ -118,148 +85,85 @@ public class PlayerStatusManager : MonoBehaviour
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{
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if (!isCodingMode && currentGauge >= maxGauge)
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{
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// 通常時 ➔ ゲージ満タンならCodingモード発動
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StartCodingMode();
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}
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else if (isCodingMode)
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{
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// ★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
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CancelCodingMode();
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CancelCodingMode(); // 手動キャンセルはゲージ維持
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}
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}
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}
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/// <summary>
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/// Codingモード(時間停止)を開始する
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/// </summary>
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private void StartCodingMode()
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{
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isCodingMode = true;
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codingTimer = codingLimitDuration; // タイマーリセット
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// 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
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if (puzzleBoard != null) puzzleBoard.ClearBoard();
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if (moveAction.action != null) moveAction.action.Disable();
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if (turnAction.action != null) turnAction.action.Disable();
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// 2. シーン内の敵のアニメーターを検索して完全停止
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Animator[] allAnimators = FindObjectsByType<Animator>(FindObjectsSortMode.None);
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pausedAnimators.Clear();
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foreach (var anim in allAnimators)
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foreach (var anim in FindObjectsByType<Animator>(FindObjectsSortMode.None))
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{
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if (anim == null) continue;
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if (anim.gameObject == this.gameObject || anim.CompareTag("Player")) continue;
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anim.speed = 0f;
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if (anim == null || anim.gameObject == this.gameObject || anim.CompareTag("Player")) continue;
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anim.speed = 0f;
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pausedAnimators.Add(anim);
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}
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// 3. ボスのNavMeshAgent(自動移動)も一時停止させる
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NavMeshAgent[] allAgents = FindObjectsByType<NavMeshAgent>(FindObjectsSortMode.None);
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pausedAgents.Clear();
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foreach (var agent in allAgents)
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foreach (var agent in FindObjectsByType<NavMeshAgent>(FindObjectsSortMode.None))
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{
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if (agent == null || !agent.enabled || !agent.gameObject.activeInHierarchy) continue;
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if (agent.CompareTag("Player")) continue;
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if (!agent.isStopped)
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{
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agent.isStopped = true;
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pausedAgents.Add(agent);
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}
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if (agent == null || !agent.enabled || !agent.gameObject.activeInHierarchy || agent.CompareTag("Player")) continue;
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if (!agent.isStopped) { agent.isStopped = true; pausedAgents.Add(agent); }
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}
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if (codingModeUI != null) codingModeUI.SetActive(true);
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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。");
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Debug.Log($"⏳ Codingモード開始(パズル制限時間: {codingLimitDuration}秒)");
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}
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/// <summary>
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/// バフを適用してゲームを再開する(ゲージ消費あり)
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/// </summary>
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public void ApplyBuffsAndResume(string buff1, string buff2)
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{
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// 1. 選択された2つのバフをそれぞれ発動
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ActivateBuffByName(buff1);
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ActivateBuffByName(buff2);
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// 2. ゲーム状態を復帰(ゲージを消費)
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ResumeWorldState(consumeGauge: true);
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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。");
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Debug.Log("🎉 パズル成功!バフを適用して再開。");
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}
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private void FailCodingModeByTimeout()
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{
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ResumeWorldState(consumeGauge: true); // 失敗したのでゲージは消費される
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Debug.Log("💀 時間切れ! Codingモード失敗(バフなし・ゲージ消費)。");
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}
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/// <summary>
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/// ★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)
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/// </summary>
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public void CancelCodingMode()
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{
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// ゲーム状態を復帰(ゲージは維持)
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ResumeWorldState(consumeGauge: false);
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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。");
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ResumeWorldState(consumeGauge: false); // 手動キャンセルはゲージ消費なし
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Debug.Log("↩️ Codingモード手動キャンセル。");
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}
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/// <summary>
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/// 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
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/// </summary>
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private void ResumeWorldState(bool consumeGauge)
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{
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// 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
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foreach (var anim in pausedAnimators)
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{
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if (anim != null)
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{
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anim.speed = 1f;
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}
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}
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foreach (var anim in pausedAnimators) { if (anim != null) anim.speed = 1f; }
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pausedAnimators.Clear();
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// 2. 停止させていたNavMeshAgentの移動を再開する
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foreach (var agent in pausedAgents)
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{
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if (agent != null && agent.enabled)
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{
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agent.isStopped = false;
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}
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}
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foreach (var agent in pausedAgents) { if (agent != null && agent.enabled) agent.isStopped = false; }
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pausedAgents.Clear();
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// 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
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if (moveAction.action != null) moveAction.action.Enable();
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if (turnAction.action != null) turnAction.action.Enable();
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// 4. フラグとUIをリセット
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isCodingMode = false;
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if (codingModeUI != null) codingModeUI.SetActive(false);
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// 5. ゲージの消費制御
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if (consumeGauge)
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{
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currentGauge = 0f; // バフ決定時のみゲージ消費
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}
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if (consumeGauge) currentGauge = 0f;
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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($"⚔️ 攻撃力UPバフ発動! 倍率: {attackBuffMultiplier} / 効果時間: {buffDuration}秒");
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break;
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case "DefenseUp":
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defenseBuffTimer = buffDuration;
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Debug.Log($"🛡️ 防御力UPバフ発動! 被ダメージ倍率: {defenseBuffMultiplier} / 効果時間: {buffDuration}秒");
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break;
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case "Heal":
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ExecuteHeal();
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break;
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default:
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Debug.LogWarning($"未定義のバフ名が検出されました: {buffName}");
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break;
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case "AttackUp": attackBuffTimer = buffDuration; break;
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case "DefenseUp": defenseBuffTimer = buffDuration; break;
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case "Heal": ExecuteHeal(); break;
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}
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}
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@@ -270,16 +174,7 @@ public class PlayerStatusManager : MonoBehaviour
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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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if (attackBuffTimer > 0f) attackBuffTimer -= Time.deltaTime;
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if (defenseBuffTimer > 0f) defenseBuffTimer -= Time.deltaTime;
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}
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}
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105
Assets/_Scripts/PuzzleBlock.cs
Normal file
105
Assets/_Scripts/PuzzleBlock.cs
Normal file
@@ -0,0 +1,105 @@
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using UnityEngine;
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using System.Collections.Generic;
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public enum BlockColor { Red, Blue, Green }
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public enum BlockShapeType { TShape, CShape }
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public class PuzzleBlock : MonoBehaviour
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{
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[field: SerializeField] public BlockColor Color { get; private set; }
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[field: SerializeField] public BlockShapeType ShapeType { get; private set; }
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// 原点(0,0)を基準としたブロックのマス配置データ
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public List<Vector2Int> LocalCells { get; private set; } = new List<Vector2Int>();
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private PuzzleGridBoard currentBoard;
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private bool isGrabbed = false;
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private void Awake()
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{
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InitializeShapeCells();
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}
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private void InitializeShapeCells()
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{
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LocalCells.Clear();
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if (ShapeType == BlockShapeType.TShape)
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{
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LocalCells.Add(new Vector2Int(0, 0));
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LocalCells.Add(new Vector2Int(0, 1));
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LocalCells.Add(new Vector2Int(0, 2));
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LocalCells.Add(new Vector2Int(1, 1));
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}
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else if (ShapeType == BlockShapeType.CShape)
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{
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LocalCells.Add(new Vector2Int(0, 0));
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LocalCells.Add(new Vector2Int(1, 0));
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LocalCells.Add(new Vector2Int(0, 1));
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LocalCells.Add(new Vector2Int(0, 2));
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LocalCells.Add(new Vector2Int(1, 2));
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}
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}
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public List<Vector2Int> GetRotatedCells()
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{
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List<Vector2Int> rotated = new List<Vector2Int>();
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// 現在のY回転を90度単位に丸める (0, 1, 2, 3)
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int steps = Mathf.RoundToInt(transform.eulerAngles.y / 90f) % 4;
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if (steps < 0) steps += 4;
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foreach (var cell in LocalCells)
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{
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Vector2Int c = cell;
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for (int i = 0; i < steps; i++)
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{
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// 時計回りに90度回転: (x, y) -> (y, -x)
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c = new Vector2Int(c.y, -c.x);
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}
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rotated.Add(c);
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}
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return rotated;
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}
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public void OnGrabbed()
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{
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isGrabbed = true;
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if (currentBoard != null)
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{
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currentBoard.RemoveBlock(this);
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currentBoard = null;
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}
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}
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// PuzzleBlock.cs 内に以下を追加・修正
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private PuzzleGridBoard overlappingBoard;
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private void OnTriggerEnter(Collider other)
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{
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var board = other.GetComponentInParent<PuzzleGridBoard>();
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if (board != null) overlappingBoard = board;
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}
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private void OnTriggerExit(Collider other)
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{
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var board = other.GetComponentInParent<PuzzleGridBoard>();
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if (board == overlappingBoard) overlappingBoard = null;
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}
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// 引数なしで呼べるように変更
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public void OnReleased()
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{
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isGrabbed = false;
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// 1. 手の傾きを最も近い90度単位にスナップ補正
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Vector3 currentEuler = transform.eulerAngles;
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float snappedY = Mathf.Round(currentEuler.y / 90f) * 90f;
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transform.rotation = Quaternion.Euler(0f, snappedY, 0f);
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// 2. 近くにある盤面へのセットを試みる
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if (overlappingBoard != null && overlappingBoard.TryPlaceBlock(this))
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{
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currentBoard = overlappingBoard;
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}
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}
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}
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2
Assets/_Scripts/PuzzleBlock.cs.meta
Normal file
2
Assets/_Scripts/PuzzleBlock.cs.meta
Normal file
@@ -0,0 +1,2 @@
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||||
fileFormatVersion: 2
|
||||
guid: f5140afa8506840059b73ebefeda1e8c
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||||
106
Assets/_Scripts/PuzzleGridBoard.cs
Normal file
106
Assets/_Scripts/PuzzleGridBoard.cs
Normal file
@@ -0,0 +1,106 @@
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using UnityEngine;
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||||
using System.Collections.Generic;
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||||
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||||
public class PuzzleGridBoard : MonoBehaviour
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||||
{
|
||||
[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<PuzzleBlock> placedBlocks = new List<PuzzleBlock>();
|
||||
|
||||
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<Vector2Int> 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();
|
||||
}
|
||||
}
|
||||
2
Assets/_Scripts/PuzzleGridBoard.cs.meta
Normal file
2
Assets/_Scripts/PuzzleGridBoard.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3c49da017d0074aa4b9f4c23133fbb5d
|
||||
Reference in New Issue
Block a user