This commit is contained in:
ohgushiyuga
2026-07-07 12:32:32 +09:00
parent 11663fbc0a
commit e77200862d
4 changed files with 474 additions and 61 deletions

View File

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View File

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m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1212058212}
m_Mesh: {fileID: 10202, guid: 0000000000000000e000000000000000, type: 0}
--- !u!1001 &1214286071 --- !u!1001 &1214286071
PrefabInstance: PrefabInstance:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
@@ -646875,7 +647261,7 @@ GameObject:
- component: {fileID: 1490221426} - component: {fileID: 1490221426}
- component: {fileID: 1490221425} - component: {fileID: 1490221425}
- component: {fileID: 1490221424} - component: {fileID: 1490221424}
m_Layer: 5 m_Layer: 7
m_Name: Cube_Attack m_Name: Cube_Attack
m_TagString: Untagged m_TagString: Untagged
m_Icon: {fileID: 0} m_Icon: {fileID: 0}
@@ -646889,17 +647275,17 @@ RectTransform:
m_PrefabInstance: {fileID: 0} m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0} m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1490221422} m_GameObject: {fileID: 1490221422}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 0.1, y: 0.1, z: 0.1} m_LocalScale: {x: 300, y: 300, z: 300}
m_ConstrainProportionsScale: 0 m_ConstrainProportionsScale: 0
m_Children: m_Children:
- {fileID: 1868875706} - {fileID: 1868875706}
m_Father: {fileID: 280381711} m_Father: {fileID: 797096992}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5} m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5} m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchoredPosition: {x: -0.5, y: 0} m_AnchoredPosition: {x: -500, y: 0}
m_SizeDelta: {x: 100, y: 100} m_SizeDelta: {x: 100, y: 100}
m_Pivot: {x: 0.5, y: 0.5} m_Pivot: {x: 0.5, y: 0.5}
--- !u!114 &1490221424 --- !u!114 &1490221424
@@ -651859,7 +652245,7 @@ GameObject:
serializedVersion: 6 serializedVersion: 6
m_Component: m_Component:
- component: {fileID: 1868875706} - component: {fileID: 1868875706}
m_Layer: 5 m_Layer: 7
m_Name: GameObject m_Name: GameObject
m_TagString: Untagged m_TagString: Untagged
m_Icon: {fileID: 0} m_Icon: {fileID: 0}
@@ -654620,7 +655006,7 @@ GameObject:
- component: {fileID: 2071460369} - component: {fileID: 2071460369}
- component: {fileID: 2071460368} - component: {fileID: 2071460368}
- component: {fileID: 2071460367} - component: {fileID: 2071460367}
m_Layer: 5 m_Layer: 7
m_Name: Cube_Heal m_Name: Cube_Heal
m_TagString: Untagged m_TagString: Untagged
m_Icon: {fileID: 0} m_Icon: {fileID: 0}
@@ -654634,17 +655020,17 @@ RectTransform:
m_PrefabInstance: {fileID: 0} m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0} m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 2071460365} m_GameObject: {fileID: 2071460365}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 0.3, y: 0.3, z: 0.3} m_LocalScale: {x: 300, y: 300, z: 300}
m_ConstrainProportionsScale: 0 m_ConstrainProportionsScale: 0
m_Children: m_Children:
- {fileID: 622798399} - {fileID: 622798399}
m_Father: {fileID: 280381711} m_Father: {fileID: 797096992}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5} m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5} m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchoredPosition: {x: 0.5, y: 0} m_AnchoredPosition: {x: 500, y: 0}
m_SizeDelta: {x: 100, y: 100} m_SizeDelta: {x: 100, y: 100}
m_Pivot: {x: 0.5, y: 0.5} m_Pivot: {x: 0.5, y: 0.5}
--- !u!114 &2071460367 --- !u!114 &2071460367
@@ -654895,7 +655281,7 @@ GameObject:
- component: {fileID: 2095961663} - component: {fileID: 2095961663}
- component: {fileID: 2095961662} - component: {fileID: 2095961662}
- component: {fileID: 2095961661} - component: {fileID: 2095961661}
m_Layer: 5 m_Layer: 7
m_Name: Cube_Def m_Name: Cube_Def
m_TagString: Untagged m_TagString: Untagged
m_Icon: {fileID: 0} m_Icon: {fileID: 0}
@@ -654909,13 +655295,13 @@ RectTransform:
m_PrefabInstance: {fileID: 0} m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0} m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 2095961659} m_GameObject: {fileID: 2095961659}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 0.1, y: 0.1, z: 0.1} m_LocalScale: {x: 300, y: 300, z: 300}
m_ConstrainProportionsScale: 0 m_ConstrainProportionsScale: 0
m_Children: m_Children:
- {fileID: 152444560} - {fileID: 152444560}
m_Father: {fileID: 280381711} m_Father: {fileID: 797096992}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5} m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5} m_AnchorMax: {x: 0.5, y: 0.5}
@@ -655323,7 +655709,7 @@ GameObject:
- component: {fileID: 2106260778} - component: {fileID: 2106260778}
- component: {fileID: 2106260780} - component: {fileID: 2106260780}
- component: {fileID: 2106260779} - component: {fileID: 2106260779}
m_Layer: 5 m_Layer: 7
m_Name: Image m_Name: Image
m_TagString: Untagged m_TagString: Untagged
m_Icon: {fileID: 0} m_Icon: {fileID: 0}

View File

@@ -1,6 +1,7 @@
using UnityEngine; using UnityEngine;
using UnityEngine.InputSystem; using UnityEngine.InputSystem;
using System.Collections; using System.Collections;
using System.Collections.Generic; // Listを使うために追加
/// <summary> /// <summary>
/// プレイヤーの共通ゲージ、時間停止Codingモード、UI、および各種バフの制限時間を管理するクラス /// プレイヤーの共通ゲージ、時間停止Codingモード、UI、および各種バフの制限時間を管理するクラス
@@ -21,7 +22,6 @@ public class PlayerStatusManager : MonoBehaviour
[Tooltip("画面全体を追従させる親オブジェクトWorld Space Canvasや3D台座を指定してください")] [Tooltip("画面全体を追従させる親オブジェクトWorld Space Canvasや3D台座を指定してください")]
[SerializeField] private GameObject codingModeUI; [SerializeField] private GameObject codingModeUI;
// ─── ★ここからバフ設定を新しく追加 ───
[Header("バフパラメータ設定")] [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)")] [Tooltip("攻撃力UP・防御力UPの持続時間 (秒)")]
[SerializeField] private float buffDuration = 10f; [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 // 現在Codingモード時間停止中かどうかのフラグ
private bool isCodingMode = false; private bool isCodingMode = false;
// ─────────────────────────────────────
#region // 【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
/// <summary> 現在攻撃力UPバフが有効かどうか </summary> private List<Animator> pausedAnimators = new List<Animator>();
#region
public bool IsAttackBuffActive => attackBuffTimer > 0f; public bool IsAttackBuffActive => attackBuffTimer > 0f;
/// <summary> 現在防御力UPバフが有効かどうか </summary>
public bool IsDefenseBuffActive => defenseBuffTimer > 0f; public bool IsDefenseBuffActive => defenseBuffTimer > 0f;
/// <summary> 現在の攻撃力倍率を返すバフなしなら1.0倍) </summary>
public float CurrentAttackMultiplier => IsAttackBuffActive ? attackBuffMultiplier : 1.0f; public float CurrentAttackMultiplier => IsAttackBuffActive ? attackBuffMultiplier : 1.0f;
/// <summary> 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) </summary>
public float CurrentDefenseMultiplier => IsDefenseBuffActive ? defenseBuffMultiplier : 1.0f; public float CurrentDefenseMultiplier => IsDefenseBuffActive ? defenseBuffMultiplier : 1.0f;
#endregion #endregion
@@ -81,7 +76,7 @@ public class PlayerStatusManager : MonoBehaviour
{ {
CheckComboInput(); 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) if (!isCodingMode)
{ {
UpdateBuffTimers(); UpdateBuffTimers();
@@ -113,26 +108,59 @@ public class PlayerStatusManager : MonoBehaviour
} }
} }
/// <summary>
/// Codingモード時間停止を開始する
/// </summary>
private void StartCodingMode() private void StartCodingMode()
{ {
isCodingMode = true; isCodingMode = true;
Time.timeScale = 0f; // 時間を完全停止
if (codingModeUI != null) codingModeUI.SetActive(true); // 【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<Animator>(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。");
}
/// <summary>
/// バフを適用してゲームを再開する
/// </summary>
public void ApplyBuffsAndResume(string buff1, string buff2) 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(buff1);
ActivateBuffByName(buff2); 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; isCodingMode = false;
Time.timeScale = 1f; // 時間を再開
if (codingModeUI != null) codingModeUI.SetActive(false); if (codingModeUI != null) codingModeUI.SetActive(false);
currentGauge = 0f; // ゲージを消費 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) private void ActivateBuffByName(string buffName)
@@ -140,17 +168,17 @@ public class PlayerStatusManager : MonoBehaviour
switch (buffName) switch (buffName)
{ {
case "AttackUp": case "AttackUp":
attackBuffTimer = buffDuration; // タイマーをリセット(上書き補給) attackBuffTimer = buffDuration;
Debug.Log($"⚔️ 攻撃力UPバフ発動 倍率: {attackBuffMultiplier} / 効果時間: {buffDuration}秒"); Debug.Log($"⚔️ 攻撃力UPバフ発動 倍率: {attackBuffMultiplier} / 効果時間: {buffDuration}秒");
break; break;
case "DefenseUp": case "DefenseUp":
defenseBuffTimer = buffDuration; // タイマーをリセット(上書き補給) defenseBuffTimer = buffDuration;
Debug.Log($"🛡️ 防御力UPバフ発動 被ダメージ倍率: {defenseBuffMultiplier} / 効果時間: {buffDuration}秒"); Debug.Log($"🛡️ 防御力UPバフ発動 被ダメージ倍率: {defenseBuffMultiplier} / 効果時間: {buffDuration}秒");
break; break;
case "Heal": case "Heal":
ExecuteHeal(); // HP回復は即時発動 ExecuteHeal();
break; break;
default: default:
@@ -158,11 +186,10 @@ public class PlayerStatusManager : MonoBehaviour
break; break;
} }
} }
private void ExecuteHeal() private void ExecuteHeal()
{ {
Debug.Log($"💚 HP回復バフ発動 回復量: {hpHealAmount}"); Debug.Log($"💚 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() private void UpdateBuffTimers()

View File

@@ -15,7 +15,7 @@ TagManager:
- Water - Water
- UI - UI
- Floor - Floor
- - Panel
- -
- -
- -