From b8c7e6edd8ca0da85b2a611620e329dd100949ef Mon Sep 17 00:00:00 2001 From: ohgushiyuga Date: Tue, 7 Jul 2026 16:06:00 +0900 Subject: [PATCH] anim is gooder --- Assets/Animation/SpiderAnim.controller | 38 +- .../animation/bug@walk.fbx.meta | 1860 +++++++++++++---- .../XR/Settings/OpenXRPackageSettings.asset | 89 +- Assets/_Scenes/BossStage.unity | 8 +- Assets/_Scripts/BossController.cs | 17 +- Assets/_Scripts/SpiderIdleState.cs | 64 +- 6 files changed, 1579 insertions(+), 497 deletions(-) diff --git a/Assets/Animation/SpiderAnim.controller b/Assets/Animation/SpiderAnim.controller index d96027d..a08beab 100644 --- a/Assets/Animation/SpiderAnim.controller +++ b/Assets/Animation/SpiderAnim.controller @@ -36,7 +36,7 @@ AnimatorStateTransition: m_Name: m_Conditions: - m_ConditionMode: 1 - m_ConditionEvent: Roar + m_ConditionEvent: Attack_Roar m_EventTreshold: 0 m_DstStateMachine: {fileID: 0} m_DstState: {fileID: -3278649130132006237} @@ -47,7 +47,7 @@ AnimatorStateTransition: m_TransitionDuration: 0.25 m_TransitionOffset: 0 m_ExitTime: 0.93661976 - m_HasExitTime: 1 + m_HasExitTime: 0 m_HasFixedDuration: 1 m_InterruptionSource: 0 m_OrderedInterruption: 1 @@ -91,7 +91,7 @@ AnimatorStateMachine: m_ChildStates: - serializedVersion: 1 m_State: {fileID: -7266032778200671909} - m_Position: {x: 270, y: 120, z: 0} + m_Position: {x: 260, y: 120, z: 0} - serializedVersion: 1 m_State: {fileID: 740941546296395993} m_Position: {x: 270, y: 30, z: 0} @@ -278,7 +278,7 @@ AnimatorController: m_DefaultInt: 0 m_DefaultBool: 0 m_Controller: {fileID: 9100000} - - m_Name: Roar + - m_Name: Attack_Roar m_Type: 9 m_DefaultFloat: 0 m_DefaultInt: 0 @@ -379,6 +379,7 @@ AnimatorState: m_CycleOffset: 0 m_Transitions: - {fileID: -4410336713657306521} + - {fileID: 1849398034863935081} m_StateMachineBehaviours: [] m_Position: {x: 50, y: 50, z: 0} m_IKOnFeet: 0 @@ -422,6 +423,31 @@ AnimatorStateTransition: m_InterruptionSource: 0 m_OrderedInterruption: 1 m_CanTransitionToSelf: 1 +--- !u!1101 &1849398034863935081 +AnimatorStateTransition: + m_ObjectHideFlags: 1 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: + m_Conditions: + - m_ConditionMode: 1 + m_ConditionEvent: Attack_Roar + m_EventTreshold: 0 + m_DstStateMachine: {fileID: 0} + m_DstState: {fileID: -3278649130132006237} + m_Solo: 0 + m_Mute: 0 + m_IsExit: 0 + serializedVersion: 3 + m_TransitionDuration: 0.25 + m_TransitionOffset: 0 + m_ExitTime: 0.95 + m_HasExitTime: 1 + m_HasFixedDuration: 1 + m_InterruptionSource: 0 + m_OrderedInterruption: 1 + m_CanTransitionToSelf: 1 --- !u!1102 &2209837048349348787 AnimatorState: serializedVersion: 6 @@ -626,7 +652,7 @@ AnimatorStateTransition: m_TransitionDuration: 0.25 m_TransitionOffset: 0 m_ExitTime: 0.78571427 - m_HasExitTime: 1 + m_HasExitTime: 0 m_HasFixedDuration: 1 m_InterruptionSource: 0 m_OrderedInterruption: 1 @@ -654,7 +680,7 @@ AnimatorStateTransition: m_TransitionDuration: 0.25 m_TransitionOffset: 0 m_ExitTime: 0.9522293 - m_HasExitTime: 1 + m_HasExitTime: 0 m_HasFixedDuration: 1 m_InterruptionSource: 0 m_OrderedInterruption: 1 diff --git a/Assets/Nightmare Beetle/animation/bug@walk.fbx.meta b/Assets/Nightmare Beetle/animation/bug@walk.fbx.meta index 4dc0760..67dd772 100644 --- a/Assets/Nightmare Beetle/animation/bug@walk.fbx.meta +++ b/Assets/Nightmare Beetle/animation/bug@walk.fbx.meta @@ -1,499 +1,1443 @@ fileFormatVersion: 2 guid: 4969fb900faad2b449340e1b6607370c -timeCreated: 1494828927 -licenseType: Store +AssetOrigin: + serializedVersion: 1 + productId: 90571 + packageName: A nightmare beetle + packageVersion: 1.0 + assetPath: Assets/Nightmare Beetle/animation/bug@walk.fbx + uploadId: 179957 ModelImporter: - 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value: 70.97 + value: 73 objectReference: {fileID: 0} - target: {fileID: 8806329115733545878, guid: 77e7c27b2c5525e4aa8cc9f99d654486, type: 3} propertyPath: m_LocalPosition.y diff --git a/Assets/_Scripts/BossController.cs b/Assets/_Scripts/BossController.cs index d3faadc..48ea971 100644 --- a/Assets/_Scripts/BossController.cs +++ b/Assets/_Scripts/BossController.cs @@ -11,7 +11,7 @@ public class BossController : MonoBehaviour [SerializeField] private float maxHp = 500f; [SerializeField] private float currentHp = 500f; [SerializeField] public float chaseRange = 15f; - [SerializeField] public float biteRange = 8f; + [SerializeField] public float biteRange = 5f; [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")] @@ -197,6 +197,21 @@ public class BossController : MonoBehaviour Destroy(web, duration); // 数秒後に自動消滅 } } + + /// + /// ★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 + /// + public void ResetAllAnimationTriggers() + { + if (Anim == null) return; + Anim.ResetTrigger("Attack_Bite"); + Anim.ResetTrigger("Attack_Roar"); + Anim.ResetTrigger("ChargeStart"); + Anim.ResetTrigger("JumpUp"); + Anim.ResetTrigger("Land"); + Anim.ResetTrigger("StunStart"); + } #endregion } diff --git a/Assets/_Scripts/SpiderIdleState.cs b/Assets/_Scripts/SpiderIdleState.cs index bcf15d1..1e219c6 100644 --- a/Assets/_Scripts/SpiderIdleState.cs +++ b/Assets/_Scripts/SpiderIdleState.cs @@ -27,7 +27,11 @@ public class SpiderChaseState : ISpiderState public SpiderChaseState(BossController owner) => boss = owner; public void EnterState() => boss.Agent.isStopped = false; - public void ExitState() => boss.Agent.isStopped = true; + public void ExitState() + { + boss.Agent.isStopped = true; + boss.ResetAllAnimationTriggers(); + } public void UpdateState() { @@ -55,7 +59,7 @@ public class SpiderChaseState : ISpiderState } // ========================================== -// ■ STATE: BITE (完全足止め・めり込み防止版) +// ■ STATE: BITE (完全静止・滑り移動ゼロ修正版) // ========================================== public class SpiderBiteState : ISpiderState { @@ -66,24 +70,34 @@ public class SpiderBiteState : ISpiderState public void EnterState() { - stateTimer = 1.5f; + 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) - // ★超重要:噛みつきモーションに入った瞬間、移動を「完全強制停止」してめり込みを防ぐ + // 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.isStopped = true; - boss.Agent.velocity = Vector3.zero; // 慣性もゼロにする + 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); + + // 3. 噛みつきモーションを発動 boss.Anim.SetTrigger("Attack_Bite"); - Debug.Log("🎯 蜘蛛ボス:噛みつき攻撃!(その場に完全固定)"); + 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。"); } public void ExitState() { - // ステートを出るときに停止ロックを解除する + // 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; + stateTimer -= Time.deltaTime; if (stateTimer <= 0f) { @@ -93,6 +107,9 @@ public class SpiderBiteState : ISpiderState } } +// ========================================== +// ■ STATE: CHARGE (慣性ブレーキ完全修正版) +// ========================================== public class SpiderChargeState : ISpiderState { private BossController boss; @@ -105,26 +122,29 @@ public class SpiderChargeState : ISpiderState public void EnterState() { - roarTimer = 1.5f; // 溜め(咆哮)時間 + roarTimer = 5f; // 溜め(咆哮)時間 chargeTimer = boss.chargeDuration; isChargingPhase = false; - // ★重要:突進の溜め中は、NavMeshAgentの自動移動を「一時停止」にしてその場に固定する + // ★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.velocity = Vector3.zero; // これにより滑り込みを100%防止します + 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"); - Debug.Log("🔊 蜘蛛ボス:その場で突進の溜め(咆哮)開始"); + 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!"); } public void ExitState() { boss.Anim.SetBool("IsCharging", false); - // ★重要:突進ステートを出るときは、スピードと加速を通常のザコ敵・巡回時の値に必ず戻す boss.Agent.speed = boss.NormalSpeed; boss.Agent.acceleration = boss.NormalAcceleration; boss.Agent.isStopped = false; + boss.ResetAllAnimationTriggers(); } public void UpdateState() @@ -134,6 +154,9 @@ public class SpiderChargeState : ISpiderState { roarTimer -= Time.deltaTime; + // ★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) { Vector3 lookDir = (boss.Player.position - boss.transform.position).normalized; @@ -151,34 +174,31 @@ public class SpiderChargeState : ISpiderState boss.Anim.SetTrigger("ChargeStart"); boss.Anim.SetBool("IsCharging", true); - // 1. 発射する直線ベクトルを確定 if (boss.Player != null) { chargeDirection = (boss.Player.position - boss.transform.position).normalized; chargeDirection.y = 0; } - // 2. ★プロの技:ボスの正面方向の「遥か彼方(例: 20m先)」に、突進の目的地座標を計算 + // 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; - // 3. ★移動をNavMeshAgentに一任する(超高速化) - boss.Agent.isStopped = false; // 移動再開 - boss.Agent.speed = boss.chargeSpeed; // スピードを全速力(14fなど)に - boss.Agent.acceleration = 120f; // 即座に最高速に達するように加速を爆上げする + boss.Agent.isStopped = false; + boss.Agent.speed = boss.chargeSpeed; + boss.Agent.acceleration = 120f; - // 目的地を設定(NavMeshの壁やプレイヤーのCharacterControllerを考慮して自動で進むようになる) boss.Agent.SetDestination(targetDestination); - Debug.Log("🚀 蜘蛛ボス:NavMesh突進ダッシュ発射!"); + 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!"); } return; } - // ─── フェーズ2:突進中(NavMeshAgentが自動で走っているので、スクリプト側はタイマーを監視するだけ) ─── + // ─── フェーズ2:突進中 ─── chargeTimer -= Time.deltaTime; - // 壁やプレイヤーに激突して完全に急停止したか、または設定時間が経過したら安全に終了 - if (chargeTimer <= 0f || boss.Agent.velocity.magnitude < 0.2f && chargeTimer < (boss.chargeDuration - 0.3f)) + // 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))) { boss.ChangeState(); }