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

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@@ -1273,8 +1273,8 @@ MonoBehaviour:
features: features:
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- {fileID: -6559185765804338520} - {fileID: -6559185765804338520}
- {fileID: -4756202077021157709} - {fileID: -4756202077021157709}
@@ -1285,7 +1285,7 @@ MonoBehaviour:
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- {fileID: -4363231183632145407} - {fileID: -4363231183632145407}

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@@ -6,64 +6,40 @@ using System.Collections.Generic;
[RequireComponent(typeof(Animator))] [RequireComponent(typeof(Animator))]
public class BossController : MonoBehaviour public class BossController : MonoBehaviour
{ {
#region
[Header("ステータス設定")]
[SerializeField] private float maxHp = 500f; [SerializeField] private float maxHp = 500f;
[SerializeField] private float currentHp = 500f; [SerializeField] private float currentHp = 500f;
[SerializeField] public float chaseRange = 15f; [field: SerializeField] public float ChaseRange { get; private set; } = 15f;
[SerializeField] public float biteRange = 5f; [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; [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; [SerializeField] public Transform groundAnchor;
[Tooltip("天井から糸を発射する範囲の広さ")] [field: SerializeField] public float AttackRadius { get; private set; } = 10f;
[SerializeField] public float attackRadius = 10f; [field: SerializeField] public float JumpRoarDuration { get; private set; } = 2f;
[Tooltip("糸が降る前の予兆マークのPrefab")]
[SerializeField] private GameObject warningMarkerPrefab; [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; [SerializeField] private GameObject webPrefab;
[Header("突進(体当たり)設定")] public NavMeshAgent Agent { get; private set; }
[SerializeField] public float chargeSpeed = 14f; public Animator Anim { get; private set; }
[SerializeField] public float chargeDuration = 2f; public Transform Player { get; private set; }
[SerializeField] public float chargeMinimumDistance = 6f; public float ChargeCooldownTimer { get; private set; } = 0f;
[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 float NormalSpeed { get; private set; } public float NormalSpeed { get; private set; }
public float NormalAcceleration { 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; 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; 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 triggered50 = false;
private bool triggered25 = false; private bool triggered25 = false;
public bool PendingUltimate { get; set; } = false; // 必殺技の発動権があるか public bool PendingUltimate { get; set; } = false;
#endregion
private void Awake() private void Awake()
{ {
@@ -76,6 +52,15 @@ public class BossController : MonoBehaviour
InitializeFSM(); InitializeFSM();
} }
private void Start()
{
if (Agent != null)
{
NormalSpeed = Agent.speed;
NormalAcceleration = Agent.acceleration;
}
}
private void InitializeFSM() private void InitializeFSM()
{ {
stateCache = new Dictionary<System.Type, ISpiderState> stateCache = new Dictionary<System.Type, ISpiderState>
@@ -89,7 +74,6 @@ public class BossController : MonoBehaviour
{ typeof(SpiderStunState), new SpiderStunState(this) } { typeof(SpiderStunState), new SpiderStunState(this) }
}; };
// 初期ステートをIdleに設定
ChangeState<SpiderIdleState>(); ChangeState<SpiderIdleState>();
} }
@@ -108,6 +92,7 @@ public class BossController : MonoBehaviour
if (currentState != null) if (currentState != null)
{ {
currentState.ExitState(); currentState.ExitState();
ResetAllAnimationTriggers();
Debug.Log($"🕷️ BossSpider [Exit]: {currentState.GetType().Name}"); Debug.Log($"🕷️ BossSpider [Exit]: {currentState.GetType().Name}");
} }
@@ -116,9 +101,6 @@ public class BossController : MonoBehaviour
currentState.EnterState(); 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) public void TakeDamage(float damage)
{ {
currentHp -= damage; currentHp -= damage;
@@ -127,14 +109,12 @@ public class BossController : MonoBehaviour
Debug.Log($"💥 ボスに {damage} ダメージ。残りHP: {hpPercentage:F1}%"); Debug.Log($"💥 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) if (hpPercentage <= 25f && !triggered25)
{ {
triggered25 = true; triggered25 = true;
PendingUltimate = true; PendingUltimate = true;
TriggerPhaseTransition(); TriggerPhaseTransition();
} }
// 50%以下カットのトリガー
else if (hpPercentage <= 50f && !triggered50 && hpPercentage > 25f) else if (hpPercentage <= 50f && !triggered50 && hpPercentage > 25f)
{ {
triggered50 = true; triggered50 = true;
@@ -145,7 +125,6 @@ public class BossController : MonoBehaviour
private void TriggerPhaseTransition() 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 && if (currentState is not SpiderJumpToCeilingState &&
currentState is not SpiderCeilingAttackState && currentState is not SpiderCeilingAttackState &&
currentState is not SpiderStunState) 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() 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) if (currentState is SpiderBiteState || currentState is SpiderChargeState)
{ {
ChangeState<SpiderStunState>(); ChangeState<SpiderStunState>();
@@ -168,10 +143,9 @@ public class BossController : MonoBehaviour
public void ResetChargeCooldown() public void ResetChargeCooldown()
{ {
ChargeCooldownTimer = chargeCooldownDuration; ChargeCooldownTimer = ChargeCooldownDuration;
} }
#region
public void SpawnWarningAndWeb(Vector3 targetGroundPos, float delay, float webDuration) public void SpawnWarningAndWeb(Vector3 targetGroundPos, float delay, float webDuration)
{ {
StartCoroutine(SpawnWebRoutine(targetGroundPos, delay, 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) 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; GameObject marker = null;
if (warningMarkerPrefab != null) if (warningMarkerPrefab != null)
{ {
@@ -187,21 +160,15 @@ public class BossController : MonoBehaviour
} }
yield return new WaitForSeconds(delay); 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 (marker != null) Destroy(marker);
if (webPrefab != null) if (webPrefab != null)
{ {
GameObject web = Instantiate(webPrefab, pos, Quaternion.identity); 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() public void ResetAllAnimationTriggers()
{ {
if (Anim == null) return; if (Anim == null) return;
@@ -212,14 +179,26 @@ public class BossController : MonoBehaviour
Anim.ResetTrigger("Land"); Anim.ResetTrigger("Land");
Anim.ResetTrigger("StunStart"); 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 public interface ISpiderState
{ {
void EnterState(); void EnterState();
void UpdateState(); void UpdateState();
void ExitState(); void ExitState();
} }
#endregion

View File

@@ -1,53 +1,43 @@
using UnityEngine; using UnityEngine;
public class SpiderIdleState : ISpiderState public class SpiderIdleState : SpiderStateBase
{ {
private BossController boss; public SpiderIdleState(BossController owner) : base(owner) { }
public SpiderIdleState(BossController owner) => boss = owner;
public void EnterState() => boss.Anim.SetTrigger("Idle"); public override void EnterState() => boss.Anim.SetTrigger("Idle");
public void ExitState() { }
public void UpdateState() public override void UpdateState()
{ {
if (boss.Player == null) return; if (boss.Player == null) return;
// プレイヤーを検知したら即座に追跡へ if (Vector3.Distance(boss.transform.position, boss.Player.position) <= boss.ChaseRange)
if (Vector3.Distance(boss.transform.position, boss.Player.position) <= boss.chaseRange)
{ {
boss.ChangeState<SpiderChaseState>(); boss.ChangeState<SpiderChaseState>();
} }
} }
} }
public class SpiderChaseState : ISpiderState public class SpiderChaseState : SpiderStateBase
{ {
private BossController boss; public SpiderChaseState(BossController owner) : base(owner) { }
public SpiderChaseState(BossController owner) => boss = owner; public override void EnterState() => boss.Agent.isStopped = false;
public void EnterState() => boss.Agent.isStopped = false; public override void UpdateState()
public void ExitState()
{
boss.Agent.isStopped = true;
boss.ResetAllAnimationTriggers();
}
public void UpdateState()
{ {
if (boss.Player == null) return; if (boss.Player == null) return;
float distance = Vector3.Distance(boss.transform.position, boss.Player.position); float distance = Vector3.Distance(boss.transform.position, boss.Player.position);
// 6m以上かつクールダウン終了 ➔ 1歩も歩かずに即突進 // 遠距離突進判定(カプセル化されたプロパティを使用)
if (distance >= boss.chargeMinimumDistance && boss.ChargeCooldownTimer <= 0f) if (distance >= boss.ChargeMinimumDistance && boss.ChargeCooldownTimer <= 0f)
{ {
boss.ChangeState<SpiderChargeState>(); boss.ChangeState<SpiderChargeState>();
return; // 移行したので以下の歩き処理は実行しない return;
} }
// 判定2至近距離2.5m以内)➔ 通常噛みつき // 至近距離噛みつき判定
if (distance <= boss.biteRange) if (distance <= boss.BiteRange)
{ {
boss.ChangeState<SpiderBiteState>(); boss.ChangeState<SpiderBiteState>();
return; return;
@@ -58,44 +48,27 @@ public class SpiderChaseState : ISpiderState
} }
} }
// ========================================== public class SpiderBiteState : SpiderStateBase
// ■ STATE: BITE (完全静止・滑り移動ゼロ修正版)
// ==========================================
public class SpiderBiteState : ISpiderState
{ {
private BossController boss;
private float stateTimer; private float stateTimer;
public SpiderBiteState(BossController owner) => boss = owner; public SpiderBiteState(BossController owner) : base(owner) { }
public void EnterState() public override void EnterState()
{ {
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) stateTimer = 1.5f;
// 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
boss.Agent.ResetPath(); boss.Agent.ResetPath();
boss.Agent.isStopped = true; boss.Agent.isStopped = true;
boss.Agent.velocity = Vector3.zero; boss.Agent.velocity = Vector3.zero;
// 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
// 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
boss.Anim.SetFloat("Speed", 0f); boss.Anim.SetFloat("Speed", 0f);
// 3. 噛みつきモーションを発動
boss.Anim.SetTrigger("Attack_Bite"); boss.Anim.SetTrigger("Attack_Bite");
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。"); Debug.Log("🎯 蜘蛛ボス:噛みつき攻撃! その場に完全固定。");
} }
public void ExitState() public override void UpdateState()
{ {
// 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
boss.Agent.isStopped = false;
boss.ResetAllAnimationTriggers();
}
public void UpdateState()
{
// 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
boss.Agent.velocity = Vector3.zero; boss.Agent.velocity = Vector3.zero;
stateTimer -= Time.deltaTime; stateTimer -= Time.deltaTime;
@@ -107,55 +80,44 @@ public class SpiderBiteState : ISpiderState
} }
} }
// ========================================== public class SpiderChargeState : SpiderStateBase
// ■ STATE: CHARGE (慣性ブレーキ完全修正版)
// ==========================================
public class SpiderChargeState : ISpiderState
{ {
private BossController boss;
private float roarTimer; private float roarTimer;
private float chargeTimer; private float chargeTimer;
private Vector3 chargeDirection; private Vector3 chargeDirection;
private bool isChargingPhase; private bool isChargingPhase;
public SpiderChargeState(BossController owner) => boss = owner; public SpiderChargeState(BossController owner) : base(owner) { }
public void EnterState() public override void EnterState()
{ {
roarTimer = 5f; // 溜め(咆哮)時間 roarTimer = boss.ChargeRoarDuration;
chargeTimer = boss.chargeDuration; chargeTimer = boss.ChargeDuration;
isChargingPhase = false; isChargingPhase = false;
// ★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!
boss.Agent.isStopped = true; boss.Agent.isStopped = true;
boss.Agent.velocity = Vector3.zero; // これにより滑り込みを100%防止します boss.Agent.velocity = Vector3.zero;
boss.ResetChargeCooldown(); boss.ResetChargeCooldown();
// 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
boss.Anim.SetTrigger("Attack_Roar"); boss.Anim.SetTrigger("Attack_Roar");
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!"); 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!");
} }
public void ExitState() public override void ExitState()
{ {
boss.Anim.SetBool("IsCharging", false); boss.Anim.SetBool("IsCharging", false);
boss.Agent.speed = boss.NormalSpeed; boss.Agent.speed = boss.NormalSpeed;
boss.Agent.acceleration = boss.NormalAcceleration; boss.Agent.acceleration = boss.NormalAcceleration;
boss.Agent.isStopped = false; boss.Agent.isStopped = false;
boss.ResetAllAnimationTriggers();
} }
public void UpdateState() public override void UpdateState()
{ {
// ─── フェーズ1咆哮・溜めロックオン(その場で旋回のみ) ─── // フェーズ1咆哮・溜めロックオン
if (!isChargingPhase) if (!isChargingPhase)
{ {
roarTimer -= Time.deltaTime; roarTimer -= Time.deltaTime;
boss.Agent.velocity = Vector3.zero; // 完全固定
// ★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
boss.Agent.velocity = Vector3.zero;
if (boss.Player != null) if (boss.Player != null)
{ {
@@ -167,7 +129,6 @@ public class SpiderChargeState : ISpiderState
} }
} }
// 溜め終了 ➔ 「発射」の瞬間
if (roarTimer <= 0f) if (roarTimer <= 0f)
{ {
isChargingPhase = true; isChargingPhase = true;
@@ -180,13 +141,11 @@ public class SpiderChargeState : ISpiderState
chargeDirection.y = 0; chargeDirection.y = 0;
} }
// 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
Vector3 targetDestination = boss.transform.position + chargeDirection * 20f; Vector3 targetDestination = boss.transform.position + chargeDirection * 20f;
boss.Agent.isStopped = false; boss.Agent.isStopped = false;
boss.Agent.speed = boss.chargeSpeed; boss.Agent.speed = boss.ChargeSpeed;
boss.Agent.acceleration = 120f; boss.Agent.acceleration = 120f;
boss.Agent.SetDestination(targetDestination); boss.Agent.SetDestination(targetDestination);
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!"); 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!");
@@ -194,58 +153,52 @@ public class SpiderChargeState : ISpiderState
return; return;
} }
// ─── フェーズ2突進中 ─── // フェーズ2突進移動
chargeTimer -= Time.deltaTime; chargeTimer -= Time.deltaTime;
// 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 if (chargeTimer <= 0f || (boss.Agent.velocity.magnitude < 0.2f && chargeTimer < (boss.ChargeDuration - 0.3f)))
if (chargeTimer <= 0f || (boss.Agent.velocity.magnitude < 0.2f && chargeTimer < (boss.chargeDuration - 0.3f)))
{ {
boss.ChangeState<SpiderChaseState>(); boss.ChangeState<SpiderChaseState>();
} }
} }
} }
public class SpiderJumpToCeilingState : ISpiderState public class SpiderJumpToCeilingState : SpiderStateBase
{ {
private BossController boss;
private float roarTimer; private float roarTimer;
private float jumpProgress; private float jumpProgress;
private Vector3 startPos; private Vector3 startPos;
private bool isJumpingPhase; private bool isJumpingPhase;
public SpiderJumpToCeilingState(BossController owner) => boss = owner; public SpiderJumpToCeilingState(BossController owner) : base(owner) { }
public void EnterState() public override void EnterState()
{ {
roarTimer = 2.0f; // ★天井に飛ぶ前の大威嚇の時間 (2.0秒) roarTimer = boss.JumpRoarDuration;
jumpProgress = 0f; jumpProgress = 0f;
startPos = boss.transform.position; startPos = boss.transform.position;
isJumpingPhase = false; isJumpingPhase = false;
boss.Agent.enabled = false; boss.Agent.enabled = false;
// 1. 必殺技移行を知らせる威嚇の咆哮
boss.Anim.SetTrigger("Attack_Roar"); boss.Anim.SetTrigger("Attack_Roar");
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。"); Debug.Log($"🚨 蜘蛛ボス:必殺技前の一大威嚇(咆哮 {roarTimer}秒)!");
} }
public void ExitState() { } public override void UpdateState()
public void UpdateState()
{ {
// フェーズ1飛び立つ前の威嚇ポーズ(その場で足止め) // フェーズ1飛び立つ前の威嚇
if (!isJumpingPhase) if (!isJumpingPhase)
{ {
roarTimer -= Time.deltaTime; roarTimer -= Time.deltaTime;
if (roarTimer <= 0f) if (roarTimer <= 0f)
{ {
isJumpingPhase = true; isJumpingPhase = true;
boss.Anim.SetTrigger("JumpUp"); // ジャンプアニメーションへ boss.Anim.SetTrigger("JumpUp");
} }
return; return;
} }
// フェーズ2本来の大ジャンプ空中移動 // フェーズ2ジャンプ空中移動
if (boss.ceilingAnchor == null) return; if (boss.ceilingAnchor == null) return;
jumpProgress += Time.unscaledDeltaTime * 1.5f; jumpProgress += Time.unscaledDeltaTime * 1.5f;
@@ -263,35 +216,33 @@ public class SpiderJumpToCeilingState : ISpiderState
} }
} }
public class SpiderCeilingAttackState : ISpiderState public class SpiderCeilingAttackState : SpiderStateBase
{ {
private BossController boss; private float stateDuration = 7.0f;
private float stateDuration = 7.0f; // 必殺技全体の長さ(秒) private float shotInterval = 0.4f;
private float shotInterval = 0.4f; // 糸を降らせる間隔
private float timer = 0f; private float timer = 0f;
private float shotTimer = 0f; private float shotTimer = 0f;
public SpiderCeilingAttackState(BossController owner) => boss = owner; public SpiderCeilingAttackState(BossController owner) : base(owner) { }
public void EnterState() public override void EnterState()
{ {
timer = stateDuration; timer = stateDuration;
shotTimer = 0f; shotTimer = 0f;
boss.Anim.SetBool("IsOnCeiling", true); boss.Anim.SetBool("IsOnCeiling", true);
boss.PendingUltimate = false; // 発動権を消化 boss.PendingUltimate = false;
Debug.Log("🕸️ 蜘蛛ボス:天井から無数の糸を乱射中!"); Debug.Log("🕸️ 蜘蛛ボス:天井から無数の糸を乱射中!");
} }
public void ExitState() public override void ExitState()
{ {
boss.Anim.SetBool("IsOnCeiling", false); boss.Anim.SetBool("IsOnCeiling", false);
// 地上の着地座標へ位置をリセットしてNavMeshを復帰
if (boss.groundAnchor != null) boss.transform.position = boss.groundAnchor.position; if (boss.groundAnchor != null) boss.transform.position = boss.groundAnchor.position;
boss.Agent.enabled = true; boss.Agent.enabled = true;
boss.Anim.SetTrigger("Land"); boss.Anim.SetTrigger("Land");
} }
public void UpdateState() public override void UpdateState()
{ {
timer -= Time.deltaTime; timer -= Time.deltaTime;
shotTimer -= Time.deltaTime; shotTimer -= Time.deltaTime;
@@ -302,7 +253,6 @@ public class SpiderCeilingAttackState : ISpiderState
shotTimer = shotInterval; shotTimer = shotInterval;
} }
// 時間が来たら、地上へ復帰
if (timer <= 0f) if (timer <= 0f)
{ {
boss.ChangeState<SpiderChaseState>(); boss.ChangeState<SpiderChaseState>();
@@ -311,50 +261,43 @@ public class SpiderCeilingAttackState : ISpiderState
private void ExecuteRandomWebAttack() private void ExecuteRandomWebAttack()
{ {
// 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 Vector2 randomCircle = Random.insideUnitCircle * boss.AttackRadius;
Vector2 randomCircle = Random.insideUnitCircle * boss.attackRadius;
Vector3 targetGroundPos = new Vector3( Vector3 targetGroundPos = new Vector3(
boss.groundAnchor.position.x + randomCircle.x, boss.groundAnchor.position.x + randomCircle.x,
boss.groundAnchor.position.y, boss.groundAnchor.position.y,
boss.groundAnchor.position.z + randomCircle.y boss.groundAnchor.position.z + randomCircle.y
); );
// 予兆を出し、1.0秒後に2.5秒間残る糸を生成する
boss.SpawnWarningAndWeb(targetGroundPos, 1.0f, 2.5f); boss.SpawnWarningAndWeb(targetGroundPos, 1.0f, 2.5f);
} }
} }
// ========================================== public class SpiderStunState : SpiderStateBase
// ■ STATE: STUN (チャンスタイム - パリィ成功時)
// ==========================================
public class SpiderStunState : ISpiderState
{ {
private BossController boss;
private float stunTimer; private float stunTimer;
public SpiderStunState(BossController owner) => boss = owner; public SpiderStunState(BossController owner) : base(owner) { }
public void EnterState() public override void EnterState()
{ {
stunTimer = 4.0f; // 4秒間の完全な無防備状態チャンスタイム stunTimer = 4.0f;
boss.Anim.SetTrigger("StunStart"); boss.Anim.SetTrigger("StunStart");
boss.Anim.SetBool("IsStunned", true); boss.Anim.SetBool("IsStunned", true);
if (boss.Agent.enabled) boss.Agent.isStopped = true; if (boss.Agent.enabled) boss.Agent.isStopped = true;
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!"); Debug.Log("🛡️ パリィ成功! チャンスタイム!");
} }
public void ExitState() public override void ExitState()
{ {
boss.Anim.SetBool("IsStunned", false); boss.Anim.SetBool("IsStunned", false);
if (boss.Agent.enabled) boss.Agent.isStopped = false; if (boss.Agent.enabled) boss.Agent.isStopped = false;
} }
public void UpdateState() public override void UpdateState()
{ {
stunTimer -= Time.deltaTime; stunTimer -= Time.deltaTime;
if (stunTimer <= 0f) if (stunTimer <= 0f)
{ {
// 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
if (boss.PendingUltimate) boss.ChangeState<SpiderJumpToCeilingState>(); if (boss.PendingUltimate) boss.ChangeState<SpiderJumpToCeilingState>();
else boss.ChangeState<SpiderChaseState>(); else boss.ChangeState<SpiderChaseState>();
} }