script is clean
This commit is contained in:
@@ -1,53 +1,43 @@
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using UnityEngine;
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public class SpiderIdleState : ISpiderState
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public class SpiderIdleState : SpiderStateBase
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{
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private BossController boss;
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public SpiderIdleState(BossController owner) => boss = owner;
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public SpiderIdleState(BossController owner) : base(owner) { }
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public void EnterState() => boss.Anim.SetTrigger("Idle");
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public void ExitState() { }
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public override void EnterState() => boss.Anim.SetTrigger("Idle");
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public void UpdateState()
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public override void UpdateState()
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{
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if (boss.Player == null) return;
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// プレイヤーを検知したら即座に追跡へ
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if (Vector3.Distance(boss.transform.position, boss.Player.position) <= boss.chaseRange)
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if (Vector3.Distance(boss.transform.position, boss.Player.position) <= boss.ChaseRange)
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{
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boss.ChangeState<SpiderChaseState>();
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}
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}
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}
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public class SpiderChaseState : ISpiderState
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public class SpiderChaseState : SpiderStateBase
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{
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private BossController boss;
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public SpiderChaseState(BossController owner) : base(owner) { }
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public SpiderChaseState(BossController owner) => boss = owner;
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public override void EnterState() => boss.Agent.isStopped = false;
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public void EnterState() => boss.Agent.isStopped = false;
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public void ExitState()
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{
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boss.Agent.isStopped = true;
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boss.ResetAllAnimationTriggers();
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}
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public void UpdateState()
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public override void UpdateState()
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{
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if (boss.Player == null) return;
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float distance = Vector3.Distance(boss.transform.position, boss.Player.position);
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// 6m以上かつクールダウン終了 ➔ 1歩も歩かずに即突進
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if (distance >= boss.chargeMinimumDistance && boss.ChargeCooldownTimer <= 0f)
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// 遠距離突進判定(カプセル化されたプロパティを使用)
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if (distance >= boss.ChargeMinimumDistance && boss.ChargeCooldownTimer <= 0f)
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{
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boss.ChangeState<SpiderChargeState>();
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return; // 移行したので以下の歩き処理は実行しない
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return;
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}
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// 判定2:至近距離(2.5m以内)➔ 通常噛みつき
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if (distance <= boss.biteRange)
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// 至近距離噛みつき判定
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if (distance <= boss.BiteRange)
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{
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boss.ChangeState<SpiderBiteState>();
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return;
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@@ -58,44 +48,27 @@ public class SpiderChaseState : ISpiderState
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}
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}
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// ==========================================
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// ■ STATE: BITE (完全静止・滑り移動ゼロ修正版)
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// ==========================================
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public class SpiderBiteState : ISpiderState
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public class SpiderBiteState : SpiderStateBase
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{
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private BossController boss;
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private float stateTimer;
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public SpiderBiteState(BossController owner) => boss = owner;
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public SpiderBiteState(BossController owner) : base(owner) { }
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public void EnterState()
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public override void EnterState()
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{
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stateTimer = 1.5f; // 噛みつきアニメーションの時間(環境に合わせて調整してください)
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stateTimer = 1.5f;
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// 1. 【物理ブレーキ】これまでの移動経路を完全に忘却させ、慣性速度も強制ゼロにする
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boss.Agent.ResetPath();
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boss.Agent.isStopped = true;
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boss.Agent.velocity = Vector3.zero;
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// 2. 【アニメーションブレーキ】直前の走っていた速度(Speed)を強制的に0リセット
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// これをしないと、速度の減衰が遅れて「歩きながら噛み付く」ブレンドモーションになります
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boss.Anim.SetFloat("Speed", 0f);
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// 3. 噛みつきモーションを発動
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boss.Anim.SetTrigger("Attack_Bite");
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Debug.Log("🎯 蜘蛛ボス:噛みつき攻撃! 経路を完全消去してその場に固定しました。");
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Debug.Log("🎯 蜘蛛ボス:噛みつき攻撃! その場に完全固定。");
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}
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public void ExitState()
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public override void UpdateState()
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{
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// 次のステート(Chaseなど)に安全に移行できるよう、ナビゲーションの停止を解除
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boss.Agent.isStopped = false;
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boss.ResetAllAnimationTriggers();
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}
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public void UpdateState()
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{
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// 4. 【徹底防衛】アニメーションの再生中に予期せぬ物理反発や滑りが発生しないよう、毎フレーム速度をゼロに固定
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boss.Agent.velocity = Vector3.zero;
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stateTimer -= Time.deltaTime;
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@@ -107,55 +80,44 @@ public class SpiderBiteState : ISpiderState
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}
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}
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// ==========================================
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// ■ STATE: CHARGE (慣性ブレーキ完全修正版)
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// ==========================================
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public class SpiderChargeState : ISpiderState
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public class SpiderChargeState : SpiderStateBase
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{
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private BossController boss;
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private float roarTimer;
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private float chargeTimer;
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private Vector3 chargeDirection;
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private bool isChargingPhase;
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public SpiderChargeState(BossController owner) => boss = owner;
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public SpiderChargeState(BossController owner) : base(owner) { }
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public void EnterState()
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public override void EnterState()
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{
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roarTimer = 5f; // 溜め(咆哮)時間
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chargeTimer = boss.chargeDuration;
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roarTimer = boss.ChargeRoarDuration;
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chargeTimer = boss.ChargeDuration;
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isChargingPhase = false;
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// ★超重要:ナビゲーションを止め、さらに残っている移動速度(慣性)を完全にゼロリセットする!
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boss.Agent.isStopped = true;
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boss.Agent.velocity = Vector3.zero; // これにより滑り込みを100%防止します
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boss.Agent.velocity = Vector3.zero;
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boss.ResetChargeCooldown();
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// その場に完全静止した状態で、満を持して咆哮アニメーションを再生
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boss.Anim.SetTrigger("Attack_Roar");
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Debug.Log("🔊 蜘蛛ボス:遠距離を検知してその場でピタッと完全停止。咆哮(溜め)を開始!");
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Debug.Log($"🔊 蜘蛛ボス:遠距離を検知。その場でピタッと完全停止。咆哮(溜め {roarTimer}秒)を開始!");
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}
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public void ExitState()
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public override void ExitState()
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{
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boss.Anim.SetBool("IsCharging", false);
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boss.Agent.speed = boss.NormalSpeed;
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boss.Agent.acceleration = boss.NormalAcceleration;
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boss.Agent.isStopped = false;
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boss.ResetAllAnimationTriggers();
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}
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public void UpdateState()
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public override void UpdateState()
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{
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// ─── フェーズ1:咆哮・溜めロックオン(その場で旋回のみ) ───
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// フェーズ1:咆哮・溜めロックオン
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if (!isChargingPhase)
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{
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roarTimer -= Time.deltaTime;
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// ★安全対策:溜め期間中、予期せぬ物理の反発などで1ミリも動かないように速度をゼロに固定し続ける
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boss.Agent.velocity = Vector3.zero;
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boss.Agent.velocity = Vector3.zero; // 完全固定
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if (boss.Player != null)
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{
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@@ -167,7 +129,6 @@ public class SpiderChargeState : ISpiderState
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}
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}
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// 溜め終了 ➔ 「発射」の瞬間
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if (roarTimer <= 0f)
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{
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isChargingPhase = true;
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@@ -180,13 +141,11 @@ public class SpiderChargeState : ISpiderState
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chargeDirection.y = 0;
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}
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// 20m先の目的地に向かって、NavMeshAgentによる超高速突進ダッシュを発射
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Vector3 targetDestination = boss.transform.position + chargeDirection * 20f;
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boss.Agent.isStopped = false;
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boss.Agent.speed = boss.chargeSpeed;
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boss.Agent.speed = boss.ChargeSpeed;
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boss.Agent.acceleration = 120f;
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boss.Agent.SetDestination(targetDestination);
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Debug.Log("🚀 蜘蛛ボス:ロックオン完了。全速力で突進ダッシュを発射!");
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@@ -194,58 +153,52 @@ public class SpiderChargeState : ISpiderState
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return;
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}
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// ─── フェーズ2:突進中 ───
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// フェーズ2:突進移動中
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chargeTimer -= Time.deltaTime;
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// 壁やプレイヤーに激突して急停止したか、設定時間が経過したら通常状態へ戻る
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if (chargeTimer <= 0f || (boss.Agent.velocity.magnitude < 0.2f && chargeTimer < (boss.chargeDuration - 0.3f)))
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if (chargeTimer <= 0f || (boss.Agent.velocity.magnitude < 0.2f && chargeTimer < (boss.ChargeDuration - 0.3f)))
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{
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boss.ChangeState<SpiderChaseState>();
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}
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}
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}
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public class SpiderJumpToCeilingState : ISpiderState
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public class SpiderJumpToCeilingState : SpiderStateBase
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{
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private BossController boss;
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private float roarTimer;
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private float jumpProgress;
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private Vector3 startPos;
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private bool isJumpingPhase;
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public SpiderJumpToCeilingState(BossController owner) => boss = owner;
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public SpiderJumpToCeilingState(BossController owner) : base(owner) { }
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public void EnterState()
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public override void EnterState()
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{
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roarTimer = 2.0f; // ★天井に飛ぶ前の大威嚇の時間 (2.0秒)
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roarTimer = boss.JumpRoarDuration;
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jumpProgress = 0f;
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startPos = boss.transform.position;
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isJumpingPhase = false;
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boss.Agent.enabled = false;
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// 1. 必殺技移行を知らせる威嚇の咆哮
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boss.Anim.SetTrigger("Attack_Roar");
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Debug.Log("🚨 蜘蛛ボス:必殺技前の一大威嚇(咆哮)! このあと天井へ飛びます。");
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Debug.Log($"🚨 蜘蛛ボス:必殺技前の一大威嚇(咆哮 {roarTimer}秒)!");
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}
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public void ExitState() { }
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public void UpdateState()
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public override void UpdateState()
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{
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// フェーズ1:飛び立つ前の威嚇ポーズ(その場で足止め)
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// フェーズ1:飛び立つ前の威嚇
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if (!isJumpingPhase)
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{
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roarTimer -= Time.deltaTime;
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if (roarTimer <= 0f)
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{
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isJumpingPhase = true;
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boss.Anim.SetTrigger("JumpUp"); // ジャンプアニメーションへ
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boss.Anim.SetTrigger("JumpUp");
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}
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return;
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}
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// フェーズ2:本来の大ジャンプ空中移動
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// フェーズ2:ジャンプ空中移動
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if (boss.ceilingAnchor == null) return;
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jumpProgress += Time.unscaledDeltaTime * 1.5f;
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@@ -263,35 +216,33 @@ public class SpiderJumpToCeilingState : ISpiderState
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}
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}
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public class SpiderCeilingAttackState : ISpiderState
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public class SpiderCeilingAttackState : SpiderStateBase
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{
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private BossController boss;
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private float stateDuration = 7.0f; // 必殺技全体の長さ(秒)
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private float shotInterval = 0.4f; // 糸を降らせる間隔
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private float stateDuration = 7.0f;
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private float shotInterval = 0.4f;
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private float timer = 0f;
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private float shotTimer = 0f;
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public SpiderCeilingAttackState(BossController owner) => boss = owner;
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public SpiderCeilingAttackState(BossController owner) : base(owner) { }
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public void EnterState()
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public override void EnterState()
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{
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timer = stateDuration;
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shotTimer = 0f;
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boss.Anim.SetBool("IsOnCeiling", true);
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boss.PendingUltimate = false; // 発動権を消化
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boss.PendingUltimate = false;
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Debug.Log("🕸️ 蜘蛛ボス:天井から無数の糸を乱射中!");
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}
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public void ExitState()
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public override void ExitState()
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{
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boss.Anim.SetBool("IsOnCeiling", false);
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// 地上の着地座標へ位置をリセットしてNavMeshを復帰
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if (boss.groundAnchor != null) boss.transform.position = boss.groundAnchor.position;
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boss.Agent.enabled = true;
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boss.Anim.SetTrigger("Land");
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}
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public void UpdateState()
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public override void UpdateState()
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{
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timer -= Time.deltaTime;
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shotTimer -= Time.deltaTime;
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@@ -302,7 +253,6 @@ public class SpiderCeilingAttackState : ISpiderState
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shotTimer = shotInterval;
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}
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// 時間が来たら、地上へ復帰
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if (timer <= 0f)
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{
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boss.ChangeState<SpiderChaseState>();
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@@ -311,50 +261,43 @@ public class SpiderCeilingAttackState : ISpiderState
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private void ExecuteRandomWebAttack()
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{
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// ボスの中央(地上座標)を基準に、ランダムな円内に糸を降らせる
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Vector2 randomCircle = Random.insideUnitCircle * boss.attackRadius;
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Vector2 randomCircle = Random.insideUnitCircle * boss.AttackRadius;
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Vector3 targetGroundPos = new Vector3(
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boss.groundAnchor.position.x + randomCircle.x,
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boss.groundAnchor.position.y,
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boss.groundAnchor.position.z + randomCircle.y
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);
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// 予兆を出し、1.0秒後に2.5秒間残る糸を生成する
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boss.SpawnWarningAndWeb(targetGroundPos, 1.0f, 2.5f);
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}
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}
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// ==========================================
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// ■ STATE: STUN (チャンスタイム - パリィ成功時)
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// ==========================================
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public class SpiderStunState : ISpiderState
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public class SpiderStunState : SpiderStateBase
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{
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private BossController boss;
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private float stunTimer;
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public SpiderStunState(BossController owner) => boss = owner;
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public SpiderStunState(BossController owner) : base(owner) { }
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public void EnterState()
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public override void EnterState()
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{
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stunTimer = 4.0f; // 4秒間の完全な無防備状態(チャンスタイム)
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stunTimer = 4.0f;
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boss.Anim.SetTrigger("StunStart");
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boss.Anim.SetBool("IsStunned", true);
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if (boss.Agent.enabled) boss.Agent.isStopped = true;
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Debug.Log("🛡️ パリィ成功! 蜘蛛ボスがひっくり返ってスタン中! チャンスタイム!");
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Debug.Log("🛡️ パリィ成功! チャンスタイム!");
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}
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public void ExitState()
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public override void ExitState()
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{
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boss.Anim.SetBool("IsStunned", false);
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if (boss.Agent.enabled) boss.Agent.isStopped = false;
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}
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public void UpdateState()
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public override void UpdateState()
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{
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stunTimer -= Time.deltaTime;
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if (stunTimer <= 0f)
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{
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// スンが明けたら、もしHPトリガーが裏で引かれていれば優先して天井へ
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if (boss.PendingUltimate) boss.ChangeState<SpiderJumpToCeilingState>();
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else boss.ChangeState<SpiderChaseState>();
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}
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Reference in New Issue
Block a user