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{fileID: 755171638} - {fileID: 1924402715} - {fileID: 1455781481} - - {fileID: 1738935193} - {fileID: 858106771} + - {fileID: 280381711} diff --git a/Assets/Scripts/CodingPazzleManager.cs b/Assets/Scripts/CodingPazzleManager.cs new file mode 100644 index 0000000..b01a98c --- /dev/null +++ b/Assets/Scripts/CodingPazzleManager.cs @@ -0,0 +1,109 @@ +using UnityEngine; +using UnityEngine.XR.Interaction.Toolkit; +using UnityEngine.XR.Interaction.Toolkit.Interactors; + +/// +/// 3D空間上の2つのソケットスロットにバフモジュールがハメ込まれたかを監視し、 +/// 連結完了時にバフを発動させるパズル管理クラス +/// + +public class CodingPuzzleManager : MonoBehaviour +{ + [Header("ソケットスロットの設定")] + [Tooltip("台座に配置した Slot_A の XRSocketInteractor を指定してください")] + [SerializeField] private XRSocketInteractor socketA; + [Tooltip("台座に配置した Slot_B の XRSocketInteractor を指定してください")] + [SerializeField] private XRSocketInteractor socketB; + + private void OnEnable() + { + // ソケットにオブジェクトが「ハメ込まれた瞬間」のイベントを登録 + if (socketA != null) socketA.selectEntered.AddListener(OnSocketAEntered); + if (socketB != null) socketB.selectEntered.AddListener(OnSocketBEntered); + } + + private void OnDisable() + { + // イベントの登録解除 + if (socketA != null) socketA.selectEntered.RemoveListener(OnSocketAEntered); + if (socketB != null) socketB.selectEntered.RemoveListener(OnSocketBEntered); + } + + // Slot_A に何かがハメ込まれた時のコールバック + private void OnSocketAEntered(SelectEnterEventArgs args) + { + CheckPuzzleCompletion(); + } + + // Slot_B に何かがハメ込まれた時のコールバック + private void OnSocketBEntered(SelectEnterEventArgs args) + { + CheckPuzzleCompletion(); + } + + /// + /// 両方のスロットが埋まっているかチェックし、埋まっていれば連結バフを発動する + /// + private void CheckPuzzleCompletion() + { + if (socketA == null || socketB == null) return; + + // 両方のソケットがオブジェクトを保持(hasSelection)しているか確認 + if (socketA.hasSelection && socketB.hasSelection) + { + // ハメ込まれているオブジェクト(Interactable)を取得 + var objA = socketA.firstInteractableSelected; + var objB = socketB.firstInteractableSelected; + + if (objA != null && objB != null) + { + // オブジェクトの名前から、どのバフ四角形かを判別する文字列を抽出 + string buff1 = GetBuffNameFromObjectName(objA.transform.gameObject.name); + string buff2 = GetBuffNameFromObjectName(objB.transform.gameObject.name); + + Debug.Log($"💻 パズル連結完了! 検出されたコンボ: [{buff1}] + [{buff2}]"); + + // ★ソケットにハマっているオブジェクトを強制的に解放・リセット + // (これをしないと、次回Codingモードを開いた時にスロットが埋まったままになります) + ClearSockets(); + + // PlayerStatusManagerにバフを適用させ、時間停止を解除してプレイ画面に戻る + if (PlayerStatusManager.Instance != null) + { + PlayerStatusManager.Instance.ApplyBuffsAndResume(buff1, buff2); + } + } + } + } + + /// + /// オブジェクト名に含まれるキーワードから、ステータスマネージャーに渡す用の正確なバフ名を返すヘルパー + /// + private string GetBuffNameFromObjectName(string objName) + { + if (objName.Contains("AttackUp")) return "AttackUp"; + if (objName.Contains("DefenseUp")) return "DefenseUp"; + if (objName.Contains("Heal")) return "Heal"; + return "Unknown"; + } + + /// + /// 次回起動時のために、ソケットの選択状態を内部的・物理的に安全にクリアする + /// + private void ClearSockets() + { + // 開発環境のSDKバージョンによって挙動が異なる場合があるため、 + // ハハマっているモジュールを一度ソケットの子供から外し、初期位置付近に戻すか、 + // あるいは単純に非アクティブ(または位置リセット)にする処理が推奨されます。 + // ここでは安全のため、ハマっていたオブジェクトの座標を台座の手前に逃がします。 + + if (socketA.firstInteractableSelected != null) + { + socketA.firstInteractableSelected.transform.position = transform.position + (transform.forward * -0.2f); + } + if (socketB.firstInteractableSelected != null) + { + socketB.firstInteractableSelected.transform.position = transform.position + (transform.forward * -0.2f) + (transform.right * 0.1f); + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/CodingPazzleManager.cs.meta b/Assets/Scripts/CodingPazzleManager.cs.meta new file mode 100644 index 0000000..40eac62 --- /dev/null +++ b/Assets/Scripts/CodingPazzleManager.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 945a90d6fc5ecb048849ec7b83634441 \ No newline at end of file diff --git a/Assets/XR/Settings/OpenXRPackageSettings.asset b/Assets/XR/Settings/OpenXRPackageSettings.asset index 7154d7e..312c3cc 100644 --- a/Assets/XR/Settings/OpenXRPackageSettings.asset +++ b/Assets/XR/Settings/OpenXRPackageSettings.asset @@ -1179,8 +1179,8 @@ MonoBehaviour: features: - 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