ボスステージが壊れていた
リカバリーしてエレベーターを作った
This commit is contained in:
3146
Assets/Elevator_System.prefab
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3146
Assets/Elevator_System.prefab
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7
Assets/Elevator_System.prefab.meta
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Assets/Elevator_System.prefab.meta
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fileFormatVersion: 2
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guid: 23f893a4670a7fc4180013174ddad3be
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PrefabImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,24 +0,0 @@
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using UnityEditor;
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using UnityEngine;
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using System;
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using System.Collections;
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[InitializeOnLoad]
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public class LaunchConifersInstaller
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{
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static LaunchConifersInstaller()
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{
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EditorApplication.update += Update;
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}
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static void Update()
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{
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EditorApplication.update -= Update;
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if( !EditorApplication.isPlayingOrWillChangePlaymode )
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{
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ConifersInstaller.Init();
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}
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}
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}
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@@ -1,18 +0,0 @@
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fileFormatVersion: 2
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guid: a763f5a1ec8fa1746bec38f0547741ab
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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AssetOrigin:
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serializedVersion: 1
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productId: 142076
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packageName: 'Conifers [BOTD]'
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packageVersion: 2.01
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assetPath: Assets/Forst/Conifers [BOTD]/Installer/Editor/LaunchConifersInstaller.cs
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uploadId: 649803
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@@ -1,7 +1,7 @@
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityEngine.SceneManagement;
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using UnityEngine.UI;
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using UnityEngine.UI;
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using UnityEngine.XR; // 振動機能のために必要
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using UnityEngine.XR;
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using System.Collections;
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using System.Collections;
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public class ElevatorSceneTransition : MonoBehaviour
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public class ElevatorSceneTransition : MonoBehaviour
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@@ -15,32 +15,33 @@ public class ElevatorSceneTransition : MonoBehaviour
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[SerializeField] private Text progressText;
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[SerializeField] private Text progressText;
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[SerializeField] private Slider progressSlider;
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[SerializeField] private Slider progressSlider;
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// ─── ★ここから下降演出用の設定項目を追加 ───
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[Header("エレベーター下降演出設定")]
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[Header("エレベーター下降演出設定")]
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[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")]
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[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)")]
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[SerializeField] private Transform elevatorCageTransform;
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[SerializeField] private Transform elevatorCageTransform;
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[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)")]
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[Tooltip("ガタガタ揺れる激しさ(0.01~0.03あたりが自然です)")]
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[SerializeField] private float shakeMagnitude = 0.015f;
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[SerializeField] private float shakeMagnitude = 0.015f;
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[Tooltip("下降中のコントローラーの振動の強さ(0.0 ~ 1.0)")]
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[Tooltip("下降中のコントローラーの振動の強さ(0.0 ~ 1.0)")]
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[SerializeField] private float hapticAmplitude = 0.15f;
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[SerializeField] private float hapticAmplitude = 0.15f;
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// ─────────────────────────────────────────
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// ─── ★新設:親子関係にしないためのプレイヤー登録枠 ───
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[Header("プレイヤーの同期設定")]
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[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")]
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[SerializeField] private Transform playerTransform;
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// ─────────────────────────────────────────────────────
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private bool isLoadingStarted = false;
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private bool isLoadingStarted = false;
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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
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private Vector3 originalCagePosition;
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private void Start()
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private void Start()
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{
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{
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if (loadingCanvas != null)
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if (loadingCanvas != null) loadingCanvas.SetActive(false);
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{
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loadingCanvas.SetActive(false);
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}
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// 部屋の初期位置を保存
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if (elevatorCageTransform != null)
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if (elevatorCageTransform != null)
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{
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{
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originalCagePosition = elevatorCageTransform.localPosition;
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// 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)
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originalCagePosition = elevatorCageTransform.position;
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}
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}
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}
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}
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@@ -51,7 +52,14 @@ public class ElevatorSceneTransition : MonoBehaviour
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if (other.CompareTag(playerTag))
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if (other.CompareTag(playerTag))
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{
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{
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isLoadingStarted = true;
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isLoadingStarted = true;
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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。");
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// ★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
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if (playerTransform == null)
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{
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playerTransform = other.transform;
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}
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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。");
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StartCoroutine(LoadSceneAsyncRoutine());
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StartCoroutine(LoadSceneAsyncRoutine());
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}
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}
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}
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}
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@@ -60,34 +68,42 @@ public class ElevatorSceneTransition : MonoBehaviour
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{
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{
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if (loadingCanvas != null) loadingCanvas.SetActive(true);
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if (loadingCanvas != null) loadingCanvas.SetActive(true);
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// 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)
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AsyncOperation asyncLoad = SceneManager.LoadSceneAsync(bossSceneName);
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AsyncOperation asyncLoad = SceneManager.LoadSceneAsync(bossSceneName);
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asyncLoad.allowSceneActivation = false;
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asyncLoad.allowSceneActivation = false;
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// 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
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float hapticTimer = 0f;
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float hapticTimer = 0f;
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// 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
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while (asyncLoad.progress < 0.9f)
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while (asyncLoad.progress < 0.9f)
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{
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{
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// 1. UIの進捗率(%)を更新
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float currentProgress = Mathf.Clamp01(asyncLoad.progress / 0.9f);
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float currentProgress = Mathf.Clamp01(asyncLoad.progress / 0.9f);
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if (progressText != null) progressText.text = $"LOADING: {(currentProgress * 100f):F0}%";
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if (progressText != null) progressText.text = $"LOADING: {(currentProgress * 100f):F0}%";
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if (progressSlider != null) progressSlider.value = currentProgress;
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if (progressSlider != null) progressSlider.value = currentProgress;
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// 2. 【演出:部屋をガタガタ揺らす】
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// ─── ★【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 ───
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// 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
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// 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
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Vector3 previousCagePosition = elevatorCageTransform.position;
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// 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
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if (elevatorCageTransform != null)
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if (elevatorCageTransform != null)
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{
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{
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Vector3 randomOffset = Random.insideUnitSphere * shakeMagnitude;
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Vector3 randomOffset = Random.insideUnitSphere * shakeMagnitude;
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// ※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
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randomOffset.y = 0; // 横揺れのみ
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randomOffset.y = 0;
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elevatorCageTransform.position = originalCagePosition + randomOffset;
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elevatorCageTransform.localPosition = originalCagePosition + randomOffset;
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}
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}
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// 3. 【演出:両手のコントローラーを定期的に微振動させる】
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// 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
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Vector3 cageDelta = elevatorCageTransform.position - previousCagePosition;
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// 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
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if (playerTransform != null && cageDelta != Vector3.zero)
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{
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playerTransform.position += cageDelta;
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}
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// ───────────────────────────────────────────────────────────────────
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hapticTimer += Time.deltaTime;
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hapticTimer += Time.deltaTime;
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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
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if (hapticTimer >= 0.1f)
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{
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{
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TriggerBothHandHaptics(hapticAmplitude, 0.08f);
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TriggerBothHandHaptics(hapticAmplitude, 0.08f);
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hapticTimer = 0f;
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hapticTimer = 0f;
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@@ -96,34 +112,30 @@ public class ElevatorSceneTransition : MonoBehaviour
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yield return null;
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yield return null;
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}
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}
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// ─── ロード完了後の処理 ───
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// 到着後、エレベーターの位置を元の位置に綺麗に戻す
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// 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
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if (elevatorCageTransform != null)
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if (elevatorCageTransform != null)
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{
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{
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elevatorCageTransform.localPosition = originalCagePosition;
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// 最後の移動差分を計算してプレイヤーを戻す
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Vector3 previousCagePosition = elevatorCageTransform.position;
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elevatorCageTransform.position = originalCagePosition;
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Vector3 cageDelta = elevatorCageTransform.position - previousCagePosition;
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if (playerTransform != null) playerTransform.position += cageDelta;
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}
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}
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if (progressText != null) progressText.text = "ARRIVED";
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if (progressText != null) progressText.text = "ARRIVED";
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if (progressSlider != null) progressSlider.value = 1f;
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if (progressSlider != null) progressSlider.value = 1f;
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// 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)
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yield return new WaitForSeconds(1.0f);
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yield return new WaitForSeconds(1.0f);
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Debug.Log("🎉 ボスステージに到着。シーンを切り替えます。");
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Debug.Log("🎉 ボスステージに到着。シーンを切り替えます。");
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asyncLoad.allowSceneActivation = true;
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asyncLoad.allowSceneActivation = true;
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}
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}
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/// <summary>
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/// 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
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/// </summary>
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private void TriggerBothHandHaptics(float amplitude, float duration)
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private void TriggerBothHandHaptics(float amplitude, float duration)
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{
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{
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// 左手
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InputDevice leftDevice = InputDevices.GetDeviceAtXRNode(XRNode.LeftHand);
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InputDevice leftDevice = InputDevices.GetDeviceAtXRNode(XRNode.LeftHand);
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if (leftDevice.isValid) leftDevice.SendHapticImpulse(0, amplitude, duration);
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if (leftDevice.isValid) leftDevice.SendHapticImpulse(0, amplitude, duration);
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// 右手
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InputDevice rightDevice = InputDevices.GetDeviceAtXRNode(XRNode.RightHand);
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InputDevice rightDevice = InputDevices.GetDeviceAtXRNode(XRNode.RightHand);
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if (rightDevice.isValid) rightDevice.SendHapticImpulse(0, amplitude, duration);
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if (rightDevice.isValid) rightDevice.SendHapticImpulse(0, amplitude, duration);
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}
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}
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122
Assets/Scripts/VRDoorController.cs
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Assets/Scripts/VRDoorController.cs
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using UnityEngine;
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using System.Collections;
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/// <summary>
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/// 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、
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/// 一定時間後に自動で閉じるクラス
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/// </summary>
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public class VRDoorController : MonoBehaviour
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{
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[Header("ドアのオブジェクト登録")]
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[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")]
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[SerializeField] private Transform leftDoor;
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[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")]
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[SerializeField] private Transform rightDoor;
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[Header("スライド量と速度の設定")]
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[Tooltip("ドアが横に何メートルずれるか(移動量)")]
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[SerializeField] private float slideDistance = 1.0f;
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[Tooltip("ドアが完全に開ききる(閉じきる)までにかかる時間(秒)")]
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[SerializeField] private float openSpeed = 1.2f;
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[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)")]
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[SerializeField] private float autoCloseDelay = 4.0f;
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// ドアの「閉じた位置」と「開いた位置」の座標を記憶する変数
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private Vector3 leftDoorClosedPos;
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private Vector3 rightDoorClosedPos;
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private Vector3 leftDoorOpenPos;
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private Vector3 rightDoorOpenPos;
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// ドアの状態を管理するフラグ(バグ連打の防止用)
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private bool isOpen = false;
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private bool isMoving = false;
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private void Start()
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{
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// 1. ゲーム開始時の位置を「閉じた状態」として記憶
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if (leftDoor != null)
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{
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leftDoorClosedPos = leftDoor.localPosition;
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// 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
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leftDoorOpenPos = leftDoorClosedPos + new Vector3(-slideDistance, 0, 0);
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}
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if (rightDoor != null)
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{
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rightDoorClosedPos = rightDoor.localPosition;
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// 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
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rightDoorOpenPos = rightDoorClosedPos + new Vector3(slideDistance, 0, 0);
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}
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}
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/// <summary>
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/// 【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
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||||||
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/// </summary>
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public void OnButtonPress()
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{
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// 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
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if (isMoving || isOpen) return;
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// 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
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StartCoroutine(OpenAndAutoCloseRoutine());
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}
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/// <summary>
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||||||
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/// 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
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/// </summary>
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||||||
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private IEnumerator OpenAndAutoCloseRoutine()
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||||||
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{
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// ─── 1. ドアを開ける処理 ───
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||||||
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isMoving = true;
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||||||
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float elapsedTime = 0f;
|
||||||
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||||||
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while (elapsedTime < openSpeed)
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||||||
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{
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||||||
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elapsedTime += Time.deltaTime;
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||||||
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float t = elapsedTime / openSpeed;
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||||||
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||||||
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// ★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
|
||||||
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float easedT = Mathf.SmoothStep(0f, 1f, t);
|
||||||
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||||||
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if (leftDoor != null) leftDoor.localPosition = Vector3.Lerp(leftDoorClosedPos, leftDoorOpenPos, easedT);
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||||||
|
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。");
|
||||||
|
}
|
||||||
|
}
|
||||||
2
Assets/Scripts/VRDoorController.cs.meta
Normal file
2
Assets/Scripts/VRDoorController.cs.meta
Normal file
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|||||||
|
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Reference in New Issue
Block a user