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This commit is contained in:
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|
||||||
- {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}
|
||||||
|
|||||||
@@ -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 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)
|
// 【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 プロパティ
|
||||||
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
|
|
||||||
|
// 【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);
|
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()
|
||||||
|
|||||||
@@ -15,7 +15,7 @@ TagManager:
|
|||||||
- Water
|
- Water
|
||||||
- UI
|
- UI
|
||||||
- Floor
|
- Floor
|
||||||
-
|
- Panel
|
||||||
-
|
-
|
||||||
-
|
-
|
||||||
-
|
-
|
||||||
|
|||||||
Reference in New Issue
Block a user