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// ─── ★ここからバフ設定を新しく追加 ─── [Header("バフパラメータ設定")] [Tooltip("攻撃力UP・防御力UPの持続時間 (秒)")] [SerializeField] private float buffDuration = 10f; @@ -38,19 +38,14 @@ public class PlayerStatusManager : MonoBehaviour // 現在Codingモード(時間停止中)かどうかのフラグ private bool isCodingMode = false; - // ───────────────────────────────────── - #region プロパティ(外部のスクリプトからバフ状態を参照するための窓口) - /// 現在攻撃力UPバフが有効かどうか + // 【新設】一時停止させた敵のアニメーターを記憶しておくためのリスト + private List pausedAnimators = new List(); + + #region プロパティ public bool IsAttackBuffActive => attackBuffTimer > 0f; - - /// 現在防御力UPバフが有効かどうか public bool IsDefenseBuffActive => defenseBuffTimer > 0f; - - /// 現在の攻撃力倍率を返す(バフなしなら1.0倍) public float CurrentAttackMultiplier => IsAttackBuffActive ? attackBuffMultiplier : 1.0f; - - /// 現在の防御倍率を返す(バフなしなら1.0倍、バフありなら0.5倍など) public float CurrentDefenseMultiplier => IsDefenseBuffActive ? defenseBuffMultiplier : 1.0f; #endregion @@ -81,7 +76,7 @@ public class PlayerStatusManager : MonoBehaviour { CheckComboInput(); - // ★新設:ゲームプレイ中(時間停止中でないとき)のみ、バフのタイマーを減算する + // ゲームプレイ中(時間停止中でないとき)のみ、バフのタイマーを減算する if (!isCodingMode) { UpdateBuffTimers(); @@ -113,26 +108,59 @@ public class PlayerStatusManager : MonoBehaviour } } + /// + /// Codingモード(時間停止)を開始する + /// private void StartCodingMode() { isCodingMode = true; - Time.timeScale = 0f; // 時間を完全停止 + + // 【変更】Time.timeScaleは弄らず、シーン内のAnimatorを検索して停止させる + Animator[] allAnimators = FindObjectsByType(FindObjectsSortMode.None); + pausedAnimators.Clear(); + + foreach (var anim in allAnimators) + { + if (anim == null) continue; + + // ⚠️ プレイヤー自身のアニメーターまで止めないように除外する + // (このマネージャーがプレイヤーオブジェクトについている、またはPlayerタグを想定) + if (anim.gameObject == this.gameObject || anim.CompareTag("Player")) continue; + + // 元のスピードに関わらず、0に上書きしてアニメーションを完全停止 + anim.speed = 0f; + pausedAnimators.Add(anim); // 記憶リストに保存 + } if (codingModeUI != null) codingModeUI.SetActive(true); + Debug.Log("⏳ Codingモード:敵の時間(アニメーション)を停止しました。"); } + /// + /// バフを適用してゲームを再開する + /// public void ApplyBuffsAndResume(string buff1, string buff2) { - // 1. 選択された2つのバフをそれぞれ発動(重複なしの仕様を適用) + // 1. 選択された2つのバフをそれぞれ発動 ActivateBuffByName(buff1); ActivateBuffByName(buff2); - // 2. Codingモードの終了処理 + // 【変更】2. 停止させていた敵のアニメーターを元の速度(1.0f)に戻す + foreach (var anim in pausedAnimators) + { + if (anim != null) + { + anim.speed = 1f; + } + } + pausedAnimators.Clear(); // リストを空にする + + // 3. Codingモードの終了処理 isCodingMode = false; - Time.timeScale = 1f; // 時間を再開 if (codingModeUI != null) codingModeUI.SetActive(false); currentGauge = 0f; // ゲージを消費 + Debug.Log("▶ Codingモード終了:敵の時間を再開しました。"); } private void ActivateBuffByName(string buffName) @@ -140,17 +168,17 @@ public class PlayerStatusManager : MonoBehaviour switch (buffName) { case "AttackUp": - attackBuffTimer = buffDuration; // タイマーをリセット(上書き補給) + attackBuffTimer = buffDuration; Debug.Log($"⚔️ 攻撃力UPバフ発動! 倍率: {attackBuffMultiplier} / 効果時間: {buffDuration}秒"); break; case "DefenseUp": - defenseBuffTimer = buffDuration; // タイマーをリセット(上書き補給) + defenseBuffTimer = buffDuration; Debug.Log($"🛡️ 防御力UPバフ発動! 被ダメージ倍率: {defenseBuffMultiplier} / 効果時間: {buffDuration}秒"); break; case "Heal": - ExecuteHeal(); // HP回復は即時発動 + ExecuteHeal(); break; default: @@ -158,11 +186,10 @@ public class PlayerStatusManager : MonoBehaviour break; } } + private void ExecuteHeal() { Debug.Log($"💚 HP回復バフ発動! 回復量: {hpHealAmount}"); - // プレイヤーのHealthスクリプトが完成したら、ここに回復処理を記述します - // PlayerHealth.Instance.Heal(hpHealAmount); } private void UpdateBuffTimers() diff --git a/ProjectSettings/TagManager.asset b/ProjectSettings/TagManager.asset index 76ec59f..39ffab9 100644 --- a/ProjectSettings/TagManager.asset +++ b/ProjectSettings/TagManager.asset @@ -15,7 +15,7 @@ TagManager: - Water - UI - Floor - - + - Panel - - -