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new file mode 100644
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diff --git a/Assets/Elevator_System.prefab.meta b/Assets/Elevator_System.prefab.meta
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diff --git a/Assets/Forst/Conifers [BOTD]/Installer/Editor/LaunchConifersInstaller.cs b/Assets/Forst/Conifers [BOTD]/Installer/Editor/LaunchConifersInstaller.cs
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index 93dd25d..0000000
--- a/Assets/Forst/Conifers [BOTD]/Installer/Editor/LaunchConifersInstaller.cs
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-using UnityEditor;
-using UnityEngine;
-using System;
-using System.Collections;
-
-[InitializeOnLoad]
-public class LaunchConifersInstaller
-{
- static LaunchConifersInstaller()
- {
- EditorApplication.update += Update;
- }
-
-
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- {
- EditorApplication.update -= Update;
-
- if( !EditorApplication.isPlayingOrWillChangePlaymode )
- {
- ConifersInstaller.Init();
- }
- }
-}
\ No newline at end of file
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diff --git a/Assets/Scripts/ElevatorSceneTransition.cs b/Assets/Scripts/ElevatorSceneTransition.cs
index 37e1e0a..d97ecdb 100644
--- a/Assets/Scripts/ElevatorSceneTransition.cs
+++ b/Assets/Scripts/ElevatorSceneTransition.cs
@@ -1,7 +1,7 @@
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
-using UnityEngine.XR; // 振動機能のために必要
+using UnityEngine.XR;
using System.Collections;
public class ElevatorSceneTransition : MonoBehaviour
@@ -15,32 +15,33 @@ public class ElevatorSceneTransition : MonoBehaviour
[SerializeField] private Text progressText;
[SerializeField] private Slider progressSlider;
- // ─── ★ここから下降演出用の設定項目を追加 ───
[Header("エレベーター下降演出設定")]
- [Tooltip("エレベーターの部屋(壁や床、UIすべて)をまとめている一番親のTransformを指定してください")]
+ [Tooltip("エレベーターの部屋(壁や床、UIすべて)をまとめているオブジェクトを指定してください(※プレイヤーは外しておきます)")]
[SerializeField] private Transform elevatorCageTransform;
- [Tooltip("ガタガタ揺れる激しさ(ミリ単位。0.01~0.03あたりがVR酔いしにくく自然です)")]
+ [Tooltip("ガタガタ揺れる激しさ(0.01~0.03あたりが自然です)")]
[SerializeField] private float shakeMagnitude = 0.015f;
[Tooltip("下降中のコントローラーの振動の強さ(0.0 ~ 1.0)")]
[SerializeField] private float hapticAmplitude = 0.15f;
- // ─────────────────────────────────────────
+
+ // ─── ★新設:親子関係にしないためのプレイヤー登録枠 ───
+ [Header("プレイヤーの同期設定")]
+ [Tooltip("XR Origin(またはXR Rig)のTransformを直接ドラッグ&ドロップしてください")]
+ [SerializeField] private Transform playerTransform;
+ // ─────────────────────────────────────────────────────
private bool isLoadingStarted = false;
- private Vector3 originalCagePosition; // 揺らす前のエレベーターの初期位置を記憶する用
+ private Vector3 originalCagePosition;
private void Start()
{
- if (loadingCanvas != null)
- {
- loadingCanvas.SetActive(false);
- }
+ if (loadingCanvas != null) loadingCanvas.SetActive(false);
- // 部屋の初期位置を保存
if (elevatorCageTransform != null)
{
- originalCagePosition = elevatorCageTransform.localPosition;
+ // ワールド空間での初期位置を記憶(localPositionからpositionに変更し、より確実に)
+ originalCagePosition = elevatorCageTransform.position;
}
}
@@ -51,7 +52,14 @@ public class ElevatorSceneTransition : MonoBehaviour
if (other.CompareTag(playerTag))
{
isLoadingStarted = true;
- Debug.Log("🛗 プレイヤー乗車:下降演出と非同期ロードを開始します。");
+
+ // ★安全対策:接触したプレイヤーのTransformを自動でキャッシュする
+ if (playerTransform == null)
+ {
+ playerTransform = other.transform;
+ }
+
+ Debug.Log("🛗 プレイヤー乗車:親子関係なしのデルタ同期で下降演出を開始します。");
StartCoroutine(LoadSceneAsyncRoutine());
}
}
@@ -60,34 +68,42 @@ public class ElevatorSceneTransition : MonoBehaviour
{
if (loadingCanvas != null) loadingCanvas.SetActive(true);
- // 次のシーンの非同期ロードを開始(画面切り替えはまだロックする)
AsyncOperation asyncLoad = SceneManager.LoadSceneAsync(bossSceneName);
asyncLoad.allowSceneActivation = false;
- // コントローラーの振動のタイミングを計るためのタイマー
float hapticTimer = 0f;
- // ロード中(progressが0.9未満の間)、ずっとループして演出を実行
while (asyncLoad.progress < 0.9f)
{
- // 1. UIの進捗率(%)を更新
float currentProgress = Mathf.Clamp01(asyncLoad.progress / 0.9f);
if (progressText != null) progressText.text = $"LOADING: {(currentProgress * 100f):F0}%";
if (progressSlider != null) progressSlider.value = currentProgress;
- // 2. 【演出:部屋をガタガタ揺らす】
- // 初期位置をベースに、毎フレームごくわずかなランダム座標を計算して部屋を揺らす
+ // ─── ★【超重要】親子関係なしでプレイヤーを完全同期させるロジック ───
+
+ // 1. 動かす前の、このフレームにおけるエレベーターの現在位置を記録
+ Vector3 previousCagePosition = elevatorCageTransform.position;
+
+ // 2. エレベーターの部屋だけをランダムにガタガタ動かす
if (elevatorCageTransform != null)
{
Vector3 randomOffset = Random.insideUnitSphere * shakeMagnitude;
- // ※左右前後のブレ(X, Z)のみを揺らし、Y(上下)はあえて固定すると「ガタガタ感」が出ます
- randomOffset.y = 0;
- elevatorCageTransform.localPosition = originalCagePosition + randomOffset;
+ randomOffset.y = 0; // 横揺れのみ
+ elevatorCageTransform.position = originalCagePosition + randomOffset;
}
- // 3. 【演出:両手のコントローラーを定期的に微振動させる】
+ // 3. 「この1フレームでエレベーターが実際に動いた移動差分(デルタ)」を計算
+ Vector3 cageDelta = elevatorCageTransform.position - previousCagePosition;
+
+ // 4. その移動差分を、プレイヤーの座標にもそのまま上乗せして足し算する
+ if (playerTransform != null && cageDelta != Vector3.zero)
+ {
+ playerTransform.position += cageDelta;
+ }
+ // ───────────────────────────────────────────────────────────────────
+
hapticTimer += Time.deltaTime;
- if (hapticTimer >= 0.1f) // 0.1秒ごとにブルブルと脈打つような振動を送る
+ if (hapticTimer >= 0.1f)
{
TriggerBothHandHaptics(hapticAmplitude, 0.08f);
hapticTimer = 0f;
@@ -96,34 +112,30 @@ public class ElevatorSceneTransition : MonoBehaviour
yield return null;
}
- // ─── ロード完了後の処理 ───
-
- // 4. 【演出の停止】エレベーターの揺れをピタッと止め、位置を綺麗にリセットする
+ // 到着後、エレベーターの位置を元の位置に綺麗に戻す
if (elevatorCageTransform != null)
{
- elevatorCageTransform.localPosition = originalCagePosition;
+ // 最後の移動差分を計算してプレイヤーを戻す
+ Vector3 previousCagePosition = elevatorCageTransform.position;
+ elevatorCageTransform.position = originalCagePosition;
+ Vector3 cageDelta = elevatorCageTransform.position - previousCagePosition;
+ if (playerTransform != null) playerTransform.position += cageDelta;
}
if (progressText != null) progressText.text = "ARRIVED";
if (progressSlider != null) progressSlider.value = 1f;
- // 到着後の余韻(ガタガタが止まってから、扉が開いてシーンが変わるまでの静寂1秒)
yield return new WaitForSeconds(1.0f);
Debug.Log("🎉 ボスステージに到着。シーンを切り替えます。");
asyncLoad.allowSceneActivation = true;
}
- ///
- /// 左右両方のコントローラーを同時に微振動させるヘルパーメソッド
- ///
private void TriggerBothHandHaptics(float amplitude, float duration)
{
- // 左手
InputDevice leftDevice = InputDevices.GetDeviceAtXRNode(XRNode.LeftHand);
if (leftDevice.isValid) leftDevice.SendHapticImpulse(0, amplitude, duration);
- // 右手
InputDevice rightDevice = InputDevices.GetDeviceAtXRNode(XRNode.RightHand);
if (rightDevice.isValid) rightDevice.SendHapticImpulse(0, amplitude, duration);
}
diff --git a/Assets/Scripts/VRDoorController.cs b/Assets/Scripts/VRDoorController.cs
new file mode 100644
index 0000000..e7bbd6d
--- /dev/null
+++ b/Assets/Scripts/VRDoorController.cs
@@ -0,0 +1,122 @@
+using UnityEngine;
+using System.Collections;
+
+///
+/// 1つのトリガーで左右のドアを反対方向にスライド開閉させ、
+/// 一定時間後に自動で閉じるクラス
+///
+public class VRDoorController : MonoBehaviour
+{
+ [Header("ドアのオブジェクト登録")]
+ [Tooltip("左側にスライドさせたいドアのTransformを指定してください")]
+ [SerializeField] private Transform leftDoor;
+ [Tooltip("右側にスライドさせたいドアのTransformを指定してください")]
+ [SerializeField] private Transform rightDoor;
+
+ [Header("スライド量と速度の設定")]
+ [Tooltip("ドアが横に何メートルずれるか(移動量)")]
+ [SerializeField] private float slideDistance = 1.0f;
+ [Tooltip("ドアが完全に開ききる(閉じきる)までにかかる時間(秒)")]
+ [SerializeField] private float openSpeed = 1.2f;
+ [Tooltip("ドアが開ききった後、自動で閉まり始めるまでの待ち時間(秒)")]
+ [SerializeField] private float autoCloseDelay = 4.0f;
+
+ // ドアの「閉じた位置」と「開いた位置」の座標を記憶する変数
+ private Vector3 leftDoorClosedPos;
+ private Vector3 rightDoorClosedPos;
+ private Vector3 leftDoorOpenPos;
+ private Vector3 rightDoorOpenPos;
+
+ // ドアの状態を管理するフラグ(バグ連打の防止用)
+ private bool isOpen = false;
+ private bool isMoving = false;
+
+ private void Start()
+ {
+ // 1. ゲーム開始時の位置を「閉じた状態」として記憶
+ if (leftDoor != null)
+ {
+ leftDoorClosedPos = leftDoor.localPosition;
+ // 左ドアはローカルのX軸のマイナス方向へスライドさせる
+ leftDoorOpenPos = leftDoorClosedPos + new Vector3(-slideDistance, 0, 0);
+ }
+
+ if (rightDoor != null)
+ {
+ rightDoorClosedPos = rightDoor.localPosition;
+ // 右ドアはローカルのX軸のプラス方向へスライドさせる
+ rightDoorOpenPos = rightDoorClosedPos + new Vector3(slideDistance, 0, 0);
+ }
+ }
+
+ ///
+ /// 【外部連携用】VRのボタンが押されたときに呼び出す公開メソッド
+ ///
+ public void OnButtonPress()
+ {
+ // すでに移動中、またはすでに開いている場合はボタンの入力を完全に無視する
+ if (isMoving || isOpen) return;
+
+ // 開いてから自動で閉まるまでの一連のコルーチンを始動
+ StartCoroutine(OpenAndAutoCloseRoutine());
+ }
+
+ ///
+ /// ドアを開け、待機し、自動で閉める一連の流れを管理するコルーチン
+ ///
+ private IEnumerator OpenAndAutoCloseRoutine()
+ {
+ // ─── 1. ドアを開ける処理 ───
+ isMoving = true;
+ float elapsedTime = 0f;
+
+ while (elapsedTime < openSpeed)
+ {
+ elapsedTime += Time.deltaTime;
+ float t = elapsedTime / openSpeed;
+
+ // ★VR酔い・チープさ対策:数値を滑らかに補間して、リアルな加減速(イージング)をかける
+ float easedT = Mathf.SmoothStep(0f, 1f, t);
+
+ if (leftDoor != null) leftDoor.localPosition = Vector3.Lerp(leftDoorClosedPos, leftDoorOpenPos, easedT);
+ if (rightDoor != null) rightDoor.localPosition = Vector3.Lerp(rightDoorClosedPos, rightDoorOpenPos, easedT);
+
+ yield return null; // 1フレーム待機
+ }
+
+ // 完全に開ききった座標で固定
+ if (leftDoor != null) leftDoor.localPosition = leftDoorOpenPos;
+ if (rightDoor != null) rightDoor.localPosition = rightDoorOpenPos;
+
+ isOpen = true;
+ isMoving = false;
+ Debug.Log("🚪 ドアが完全に開きました。");
+
+ // ─── 2. 開いた状態での待機(自動クローズのカウントダウン) ───
+ yield return new WaitForSeconds(autoCloseDelay);
+
+ // ─── 3. ドアを閉じる処理 ───
+ isMoving = true;
+ isOpen = false;
+ elapsedTime = 0f;
+
+ while (elapsedTime < openSpeed)
+ {
+ elapsedTime += Time.deltaTime;
+ float t = elapsedTime / openSpeed;
+ float easedT = Mathf.SmoothStep(0f, 1f, t);
+
+ if (leftDoor != null) leftDoor.localPosition = Vector3.Lerp(leftDoorOpenPos, leftDoorClosedPos, easedT);
+ if (rightDoor != null) rightDoor.localPosition = Vector3.Lerp(rightDoorOpenPos, rightDoorClosedPos, easedT);
+
+ yield return null;
+ }
+
+ // 完全に閉じた座標で固定
+ if (leftDoor != null) leftDoor.localPosition = leftDoorClosedPos;
+ if (rightDoor != null) rightDoor.localPosition = rightDoorClosedPos;
+
+ isMoving = false;
+ Debug.Log("🔒 ドアが自動で閉じました。");
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/VRDoorController.cs.meta b/Assets/Scripts/VRDoorController.cs.meta
new file mode 100644
index 0000000..fbc9828
--- /dev/null
+++ b/Assets/Scripts/VRDoorController.cs.meta
@@ -0,0 +1,2 @@
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index 2055793..af81028 100644
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+++ b/Assets/XR/Settings/OpenXRPackageSettings.asset
@@ -321,6 +321,28 @@ MonoBehaviour:
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@@ -543,8 +565,18 @@ MonoBehaviour:
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