script is clean

This commit is contained in:
ohgushiyuga
2026-07-07 16:50:25 +09:00
parent b8c7e6edd8
commit a5f6f7f2d2
3 changed files with 108 additions and 186 deletions

View File

@@ -6,64 +6,40 @@ using System.Collections.Generic;
[RequireComponent(typeof(Animator))]
public class BossController : MonoBehaviour
{
#region
[Header("ステータス設定")]
[SerializeField] private float maxHp = 500f;
[SerializeField] private float currentHp = 500f;
[SerializeField] public float chaseRange = 15f;
[SerializeField] public float biteRange = 5f;
[field: SerializeField] public float ChaseRange { get; private set; } = 15f;
[field: SerializeField] public float BiteRange { get; private set; } = 5f;
[field: SerializeField] public float ChargeSpeed { get; private set; } = 14f;
[field: SerializeField] public float ChargeDuration { get; private set; } = 2f;
[field: SerializeField] public float ChargeMinimumDistance { get; private set; } = 6f;
[field: SerializeField] public float ChargeCooldownDuration { get; private set; } = 4f;
[Tooltip("突進する前の、その場での咆哮・溜め時間(秒)")]
[field: SerializeField] public float ChargeRoarDuration { get; private set; } = 5f; // ★インスペクターに逃がして保守性を向上
[Header("必殺技(天井)設定")]
[Tooltip("天井の待機座標となる空のGameObjectのTransformを指定してください")]
[SerializeField] public Transform ceilingAnchor;
[Tooltip("地上に戻る際の、中央の着地座標のTransformを指定してください")]
[SerializeField] public Transform groundAnchor;
[Tooltip("天井から糸を発射する範囲の広さ")]
[SerializeField] public float attackRadius = 10f;
[Tooltip("糸が降る前の予兆マークのPrefab")]
[field: SerializeField] public float AttackRadius { get; private set; } = 10f;
[field: SerializeField] public float JumpRoarDuration { get; private set; } = 2f;
[SerializeField] private GameObject warningMarkerPrefab;
[Tooltip("地面に残る糸コライダー鈍足スクリプト付きのPrefab")]
[SerializeField] private GameObject webPrefab;
[Header("突進(体当たり)設定")]
[SerializeField] public float chargeSpeed = 14f;
[SerializeField] public float chargeDuration = 2f;
[SerializeField] public float chargeMinimumDistance = 6f;
[SerializeField] public float chargeCooldownDuration = 4f;
// ─── ボス固有の通常移動パラメーターStart時に自動キャッシュされます ───
public NavMeshAgent Agent { get; private set; }
public Animator Anim { get; private set; }
public Transform Player { get; private set; }
public float ChargeCooldownTimer { get; private set; } = 0f;
public float NormalSpeed { get; private set; }
public float NormalAcceleration { get; private set; }
private void Start()
{
// インセペクターで設定されたNavMeshAgentの初期値を記憶しておく
if (Agent != null)
{
NormalSpeed = Agent.speed;
NormalAcceleration = Agent.acceleration;
}
}
#endregion
#region
[HideInInspector] public NavMeshAgent Agent { get; private set; }
[HideInInspector] public Animator Anim { get; private set; }
[HideInInspector] public Transform Player { get; private set; }
public float ChargeCooldownTimer { get; private set; } = 0f;
#endregion
#region FSM
private ISpiderState currentState;
// ステートのインスタンスをキャッシュ(ガベージコレクションの発生を抑える)
private Dictionary<System.Type, ISpiderState> stateCache;
// フェーズ管理用フラグ50%と25%のトリガー管理)
// フェーズトリガー
private bool triggered50 = false;
private bool triggered25 = false;
public bool PendingUltimate { get; set; } = false; // 必殺技の発動権があるか
#endregion
public bool PendingUltimate { get; set; } = false;
private void Awake()
{
@@ -76,6 +52,15 @@ public class BossController : MonoBehaviour
InitializeFSM();
}
private void Start()
{
if (Agent != null)
{
NormalSpeed = Agent.speed;
NormalAcceleration = Agent.acceleration;
}
}
private void InitializeFSM()
{
stateCache = new Dictionary<System.Type, ISpiderState>
@@ -89,7 +74,6 @@ public class BossController : MonoBehaviour
{ typeof(SpiderStunState), new SpiderStunState(this) }
};
// 初期ステートをIdleに設定
ChangeState<SpiderIdleState>();
}
@@ -108,6 +92,7 @@ public class BossController : MonoBehaviour
if (currentState != null)
{
currentState.ExitState();
ResetAllAnimationTriggers();
Debug.Log($"🕷️ BossSpider [Exit]: {currentState.GetType().Name}");
}
@@ -116,9 +101,6 @@ public class BossController : MonoBehaviour
currentState.EnterState();
}
/// <summary>
/// ダメージを受け取る外部窓口。HPトリガーによるフェーズ遷移をここで監視する
/// </summary>
public void TakeDamage(float damage)
{
currentHp -= damage;
@@ -127,14 +109,12 @@ public class BossController : MonoBehaviour
Debug.Log($"💥 ボスに {damage} ダメージ。残りHP: {hpPercentage:F1}%");
// 25%以下カットのトリガー
if (hpPercentage <= 25f && !triggered25)
{
triggered25 = true;
PendingUltimate = true;
TriggerPhaseTransition();
}
// 50%以下カットのトリガー
else if (hpPercentage <= 50f && !triggered50 && hpPercentage > 25f)
{
triggered50 = true;
@@ -145,7 +125,6 @@ public class BossController : MonoBehaviour
private void TriggerPhaseTransition()
{
// 咆哮、ジャンプ、スタン中以外であれば、現在の行動をキャンセルして即座に天井へエスケープ
if (currentState is not SpiderJumpToCeilingState &&
currentState is not SpiderCeilingAttackState &&
currentState is not SpiderStunState)
@@ -154,12 +133,8 @@ public class BossController : MonoBehaviour
}
}
/// <summary>
/// 【パリィ連携窓口】プレイヤーのVRInputPunchなどから、パリィ成功時にこのメソッドが叩かれる
/// </summary>
public void TriggerParryStun()
{
// パリィを受け付ける攻撃ステート(噛みつき、体当たり)のときのみスタンに移行する
if (currentState is SpiderBiteState || currentState is SpiderChargeState)
{
ChangeState<SpiderStunState>();
@@ -168,10 +143,9 @@ public class BossController : MonoBehaviour
public void ResetChargeCooldown()
{
ChargeCooldownTimer = chargeCooldownDuration;
ChargeCooldownTimer = ChargeCooldownDuration;
}
#region
public void SpawnWarningAndWeb(Vector3 targetGroundPos, float delay, float webDuration)
{
StartCoroutine(SpawnWebRoutine(targetGroundPos, delay, webDuration));
@@ -179,7 +153,6 @@ public class BossController : MonoBehaviour
private System.Collections.IEnumerator SpawnWebRoutine(Vector3 pos, float delay, float duration)
{
// 1. 地面に予兆マークを生成
GameObject marker = null;
if (warningMarkerPrefab != null)
{
@@ -187,21 +160,15 @@ public class BossController : MonoBehaviour
}
yield return new WaitForSeconds(delay);
// 2. 予兆マークを消し、本物の糸オブジェクトを生成
if (marker != null) Destroy(marker);
if (webPrefab != null)
{
GameObject web = Instantiate(webPrefab, pos, Quaternion.identity);
Destroy(web, duration); // 数秒後に自動消滅
Destroy(web, duration);
}
}
/// <summary>
/// ★超重要:アニメーターに残ってしまった不要なトリガーをすべて強制消去(リセット)する
/// これを各ステートのExit時に呼ぶことで、アニメーションが固まる・遅れて暴発するバグを根絶します
/// </summary>
public void ResetAllAnimationTriggers()
{
if (Anim == null) return;
@@ -212,14 +179,26 @@ public class BossController : MonoBehaviour
Anim.ResetTrigger("Land");
Anim.ResetTrigger("StunStart");
}
#endregion
}
#region 1.
/// 共通データboss参照を自動保持し、各子ステートの無駄なコードを極限まで削ります。
public abstract class SpiderStateBase : ISpiderState
{
protected readonly BossController boss;
protected SpiderStateBase(BossController owner)
{
boss = owner;
}
public virtual void EnterState() { }
public abstract void UpdateState();
public virtual void ExitState() { }
}
public interface ISpiderState
{
void EnterState();
void UpdateState();
void ExitState();
}
#endregion
}