codingmosaku

This commit is contained in:
ohgushiyuga
2026-07-23 16:30:29 +09:00
parent 2f47302b9e
commit f0df7736f4
8 changed files with 412 additions and 354 deletions

View File

@@ -1,105 +1,148 @@
using UnityEngine;
using System.Collections.Generic;
using UnityEngine.XR.Interaction.Toolkit.Interactables; // XR Toolkit用
public enum BlockColor { Red, Blue, Green }
public enum BlockShapeType { TShape, CShape }
public enum BlockShapeType { TShape, CShape } // ト字, コ字
public class PuzzleBlock : MonoBehaviour
{
[field: SerializeField] public BlockColor Color { get; private set; }
[field: SerializeField] public BlockShapeType ShapeType { get; private set; }
// 原点(0,0)を基準としたブロックのマス配置データ
public List<Vector2Int> LocalCells { get; private set; } = new List<Vector2Int>();
[Header("スナップ(合体)位置の設定")]
[Tooltip("相手と合体する基準位置空のGameObjectを指定。未設定でも中心位置でスナップします")]
[SerializeField] private Transform snapPoint;
private PuzzleGridBoard currentBoard;
private bool isGrabbed = false;
private PuzzleBlock nearbyPartner; // 近くにある結合対象のブロック
private bool isConnected = false; // 結合済みフラグ
// リセット用の初期座標・回転保持用
private Vector3 initialPosition;
private Quaternion initialRotation;
private Rigidbody rb;
private XRGrabInteractable grabInteractable;
private void Awake()
{
InitializeShapeCells();
rb = GetComponent<Rigidbody>();
grabInteractable = GetComponent<XRGrabInteractable>();
// 初期スポーン位置・回転を記憶しておく
initialPosition = transform.position;
initialRotation = transform.rotation;
}
private void InitializeShapeCells()
{
LocalCells.Clear();
if (ShapeType == BlockShapeType.TShape)
{
LocalCells.Add(new Vector2Int(0, 0));
LocalCells.Add(new Vector2Int(0, 1));
LocalCells.Add(new Vector2Int(0, 2));
LocalCells.Add(new Vector2Int(1, 1));
}
else if (ShapeType == BlockShapeType.CShape)
{
LocalCells.Add(new Vector2Int(0, 0));
LocalCells.Add(new Vector2Int(1, 0));
LocalCells.Add(new Vector2Int(0, 1));
LocalCells.Add(new Vector2Int(0, 2));
LocalCells.Add(new Vector2Int(1, 2));
}
}
public List<Vector2Int> GetRotatedCells()
{
List<Vector2Int> rotated = new List<Vector2Int>();
// 現在のY回転を90度単位に丸める (0, 1, 2, 3)
int steps = Mathf.RoundToInt(transform.eulerAngles.y / 180f) % 4;
if (steps < 0) steps += 4;
foreach (var cell in LocalCells)
{
Vector2Int c = cell;
for (int i = 0; i < steps; i++)
{
// 時計回りに90度回転: (x, y) -> (y, -x)
c = new Vector2Int(c.y, -c.x);
}
rotated.Add(c);
}
return rotated;
}
public void OnGrabbed()
{
isGrabbed = true;
if (currentBoard != null)
{
currentBoard.RemoveBlock(this);
currentBoard = null;
}
}
// PuzzleBlock.cs 内に以下を追加・修正
private PuzzleGridBoard overlappingBoard;
private void OnTriggerEnter(Collider other)
{
var board = other.GetComponentInParent<PuzzleGridBoard>();
if (board != null) overlappingBoard = board;
if (isConnected) return;
PuzzleBlock partner = other.GetComponentInParent<PuzzleBlock>();
if (partner != null && IsValidPartner(partner))
{
nearbyPartner = partner;
Debug.Log($"🧩 パートナー検知: {partner.Color} の {partner.ShapeType}");
}
}
private void OnTriggerExit(Collider other)
{
var board = other.GetComponentInParent<PuzzleGridBoard>();
if (board == overlappingBoard) overlappingBoard = null;
}
// 引数なしで呼べるように変更
public void OnReleased()
{
isGrabbed = false;
// 1. 手の傾きを最も近い90度単位にスナップ補正
Vector3 currentEuler = transform.eulerAngles;
float snappedY = Mathf.Round(currentEuler.y / 90f) * 90f;
transform.rotation = Quaternion.Euler(0f, snappedY, 0f);
// 2. 近くにある盤面へのセットを試みる
if (overlappingBoard != null && overlappingBoard.TryPlaceBlock(this))
PuzzleBlock partner = other.GetComponentInParent<PuzzleBlock>();
if (partner == nearbyPartner)
{
currentBoard = overlappingBoard;
nearbyPartner = null;
}
}
private bool IsValidPartner(PuzzleBlock partner)
{
if (partner == null || partner.isConnected) return false;
// 同一色 異なる形状(ト字 コ字)のみ許可
return partner.Color == this.Color && partner.ShapeType != this.ShapeType;
}
public void OnReleased()
{
if (isConnected) return;
if (nearbyPartner != null)
{
ConnectToPartner(nearbyPartner);
}
}
private void ConnectToPartner(PuzzleBlock partner)
{
isConnected = true;
partner.isConnected = true;
// 1. 位置・回転のスナップ補正
if (snapPoint != null && partner.snapPoint != null)
{
transform.position = partner.snapPoint.position;
transform.rotation = partner.snapPoint.rotation;
}
else
{
transform.position = partner.transform.position;
transform.rotation = partner.transform.rotation;
}
// 2. 物理VR掴み動作の完全ロック完成後に崩れないようにする
LockBlockState();
partner.LockBlockState();
Debug.Log($"🎉 マグネット合体成功! 色: {Color}");
// 3. バフ適用してCodingMode完了へ
string buffName = ConvertColorToBuffName(Color);
PlayerStatusManager.Instance.ApplyBuffsAndResume(buffName, buffName);
}
private void LockBlockState()
{
if (rb != null)
{
rb.linearVelocity = Vector3.zero;
rb.angularVelocity = Vector3.zero;
rb.isKinematic = true;
}
// 掴みコンポーネントをオフにして手から切り離す
if (grabInteractable != null) grabInteractable.enabled = false;
}
public void ResetBlock()
{
isConnected = false;
nearbyPartner = null;
transform.position = initialPosition;
transform.rotation = initialRotation;
if (rb != null)
{
rb.isKinematic = false;
rb.linearVelocity = Vector3.zero;
rb.angularVelocity = Vector3.zero;
}
if (grabInteractable != null) grabInteractable.enabled = true;
}
public static void ResetAllBlocksInScene()
{
foreach (var block in FindObjectsByType<PuzzleBlock>(FindObjectsSortMode.None))
{
if (block != null) block.ResetBlock();
}
}
private string ConvertColorToBuffName(BlockColor color)
{
return color switch
{
BlockColor.Red => "AttackUp",
BlockColor.Blue => "DefenseUp",
BlockColor.Green => "Heal",
_ => "AttackUp"
};
}
}