From f21a2896cbd7895084b1e9d02221b0aca7ee5f1a Mon Sep 17 00:00:00 2001 From: ohgushiyuga Date: Mon, 15 Jun 2026 16:17:09 +0900 Subject: [PATCH] =?UTF-8?q?CodingMode=E5=AE=8C=E6=88=90?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Assets/Scenes/GameScene.unity | 4648 ++++++++++------- Assets/Scripts/CodingModeGridManager.cs | 223 + ....cs.meta => CodingModeGridManager.cs.meta} | 0 Assets/Scripts/CodingPazzleManager.cs | 109 - Assets/Scripts/ElevatorSceneTransition.cs | 130 + .../Scripts/ElevatorSceneTransition.cs.meta | 2 + Assets/Scripts/PlayerStatusManager.cs | 101 +- .../XR/Settings/OpenXRPackageSettings.asset | 6 +- 8 files changed, 3219 insertions(+), 2000 deletions(-) create mode 100644 Assets/Scripts/CodingModeGridManager.cs rename Assets/Scripts/{CodingPazzleManager.cs.meta => CodingModeGridManager.cs.meta} (100%) delete mode 100644 Assets/Scripts/CodingPazzleManager.cs create mode 100644 Assets/Scripts/ElevatorSceneTransition.cs 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+public class CodingModeGridManager : MonoBehaviour +{ + [Header("スティック入力設定")] + [Tooltip("移動に使用するコントローラーのスティックのInputActionPropertyを指定してください")] + [SerializeField] private InputActionProperty thumbstickAction; + [Range(0.1f, 0.9f)] [SerializeField] private float inputThreshold = 0.5f; // スティックをどれくらい倒したら動くか + + [Header("5x5 マス目(UI Image)の登録")] + [Tooltip("ヒエラルキー上の25個のマス目のImageコンポーネントを、左上(0)から右下(24)の順番で格納してください")] + [SerializeField] private List gridCells = new List(); + + [Header("マスの配色設定")] + [SerializeField] private Color colorNormal = Color.gray; + [SerializeField] private Color colorPlayer = Color.green; // 自機(プレイヤー) + [SerializeField] private Color colorGoal = Color.yellow; // ゴール + [SerializeField] private Color colorFailZone = Color.red; // 失敗ゾーン + [SerializeField] private Color colorCheckpoint = Color.cyan; // チェックポイント + + // 内部で使用するマスの種類定義 + private enum CellType { Normal, Start, Goal, FailZone, Checkpoint } + private CellType[] cellLogicArray = new CellType[25]; + private string[] checkpointBuffTypeArray = new string[25]; // 各チェックポイントに割り振るバフ名 + + // プレイヤーの現在位置(X:0~4, Y:0~4) + private int playerX = 0; + private int playerY = 0; + + // ゴールの位置 + private int goalX = 4; + private int goalY = 4; + + // スティックの連続移動を防ぐためのフラグ(一度スティックを中央に戻さないと連続で動かない仕様) + private bool isStickNeutral = true; + + // 道中で踏んで現在蓄積されているバフのリスト + private List accumulatedBuffs = new List(); + + private void OnEnable() + { + if (thumbstickAction.action != null) thumbstickAction.action.Enable(); + } + + private void OnDisable() + { + if (thumbstickAction.action != null) thumbstickAction.action.Disable(); + } + + private void Update() + { + // ─── ★Time.timeScale = 0 でも動くスティック入力移動ロジック ─── + if (thumbstickAction.action == null) return; + + Vector2 stickInput = thumbstickAction.action.ReadValue(); + + // スティックが中央付近に戻ったらニュートラル状態を復帰 + if (stickInput.magnitude < inputThreshold) + { + isStickNeutral = true; + return; + } + + // ニュートラル状態のときのみ、倒された方向に応じて1マスだけ移動させる + if (isStickNeutral) + { + if (Mathf.Abs(stickInput.x) > Mathf.Abs(stickInput.y)) + { + // 横移動 + if (stickInput.x > inputThreshold) MovePlayer(1, 0); // 右 + else if (stickInput.x < -inputThreshold) MovePlayer(-1, 0); // 左 + } + else + { + // 縦移動 (UIの配列構造上、上に行くとYマイナス、下に行くとYプラスとなるよう計算) + if (stickInput.y > inputThreshold) MovePlayer(0, -1); // 上 + else if (stickInput.y < -inputThreshold) MovePlayer(0, 1); // 下 + } + } + } + + /// + /// 盤面を完全に初期化し、失敗ゾーンやチェックポイントをランダムに再配置する(PlayerStatusManagerから呼ばれる) + /// + public void ResetAndGenerateMinigame() + { + accumulatedBuffs.Clear(); + + // 1. 全マスを通常マスとして初期化 + for (int i = 0; i < 25; i++) + { + cellLogicArray[i] = CellType.Normal; + checkpointBuffTypeArray[i] = ""; + } + + // 2. スタートとゴールの固定配置 (左上スタート、右下ゴール) + playerX = 0; playerY = 0; + goalX = 4; goalY = 4; + cellLogicArray[GetIndex(0, 0)] = CellType.Start; + cellLogicArray[GetIndex(4, 4)] = CellType.Goal; + + // 3. 失敗ゾーン(赤マス)をランダムに5個配置 (スタート・ゴールには被らせない) + int failZonesPlaced = 0; + while (failZonesPlaced < 5) + { + int randIndex = Random.Range(1, 24); // 0と24を避ける + if (cellLogicArray[randIndex] == CellType.Normal) + { + cellLogicArray[randIndex] = CellType.FailZone; + failZonesPlaced++; + } + } + + // 4. チェックポイント(青マス)を3つのバフに対応させてランダムに3個配置 + string[] buffPool = { "AttackUp", "DefenseUp", "Heal" }; + int checkpointsPlaced = 0; + while (checkpointsPlaced < 3) + { + int randIndex = Random.Range(1, 24); + if (cellLogicArray[randIndex] == CellType.Normal) + { + cellLogicArray[randIndex] = CellType.Checkpoint; + checkpointBuffTypeArray[randIndex] = buffPool[checkpointsPlaced]; + checkpointsPlaced++; + } + } + + // 5. 視覚的(UIの色)に反映 + RedrawGridGraphic(); + } + + /// + /// プレイヤーの位置を指定された方向へ動かし、移動先のイベントを判定する + /// + private void MovePlayer(int xDirection, int yDirection) + { + int nextX = Mathf.Clamp(playerX + xDirection, 0, 4); + int nextY = Mathf.Clamp(playerY + yDirection, 0, 4); + + // 壁にぶつかって座標が変わらなかった場合は移動不発とし、連続移動防止もかけない + if (nextX == playerX && nextY == playerY) return; + + playerX = nextX; + playerY = nextY; + isStickNeutral = false; // 1回動いたのでロックをかける + + int currentIndex = GetIndex(playerX, playerY); + CellType landedCell = cellLogicArray[currentIndex]; + + Debug.Log($"👾 カーソル移動: ({playerX}, {playerY}) | マス属性: {landedCell}"); + + // 移動先のマスに応じた処理 + switch (landedCell) + { + case CellType.FailZone: + PlayerStatusManager.Instance.FailCodingMode(); // 強制終了 + return; + + case CellType.Checkpoint: + string buff = checkpointBuffTypeArray[currentIndex]; + if (!accumulatedBuffs.Contains(buff)) + { + accumulatedBuffs.Add(buff); + Debug.Log($"💚 バフコード抽出成功: [{buff}] を一時キープ中!"); + } + break; + + case CellType.Goal: + PlayerStatusManager.Instance.CompleteCodingMode(accumulatedBuffs); // クリア!バフ適用 + return; + } + + // 画面の色を最新状態に更新 + RedrawGridGraphic(); + } + + /// + /// 現在のロジック配列に基づいて、25個のUI Imageの色をまとめて上書き変更する + /// + private void RedrawGridGraphic() + { + for (int y = 0; y < 5; y++) + { + for (int x = 0; x < 5; x++) + { + int index = GetIndex(x, y); + if (gridCells[index] == null) continue; + + // 基本の色を決定 + switch (cellLogicArray[index]) + { + case CellType.Start: + case CellType.Normal: gridCells[index].color = colorNormal; break; + case CellType.FailZone: gridCells[index].color = colorFailZone; break; + case CellType.Checkpoint: gridCells[index].color = colorCheckpoint; break; + case CellType.Goal: gridCells[index].color = colorGoal; break; + } + + // チェックポイントをすでに踏み抜いている場合は、獲得済みとして通常色に戻す演出(任意) + if (cellLogicArray[index] == CellType.Checkpoint && accumulatedBuffs.Contains(checkpointBuffTypeArray[index])) + { + gridCells[index].color = colorNormal * 0.7f; // 少し暗いグレーにして区別 + } + } + } + + // 最後にプレイヤーのいるマスを「自機の色」で最優先に塗り替える + int playerIndex = GetIndex(playerX, playerY); + if (gridCells[playerIndex] != null) + { + gridCells[playerIndex].color = colorPlayer; + } + } + + // 2次元座標 (X, Y) から 1次元の配列添字 (0~24) を割り出すヘルパーメソッド + private int GetIndex(int x, int y) + { + return y * 5 + x; + } +} \ No newline at end of file diff --git a/Assets/Scripts/CodingPazzleManager.cs.meta b/Assets/Scripts/CodingModeGridManager.cs.meta similarity index 100% rename from Assets/Scripts/CodingPazzleManager.cs.meta rename to Assets/Scripts/CodingModeGridManager.cs.meta diff --git a/Assets/Scripts/CodingPazzleManager.cs b/Assets/Scripts/CodingPazzleManager.cs deleted file mode 100644 index b01a98c..0000000 --- a/Assets/Scripts/CodingPazzleManager.cs +++ /dev/null @@ -1,109 +0,0 @@ -using UnityEngine; -using UnityEngine.XR.Interaction.Toolkit; -using UnityEngine.XR.Interaction.Toolkit.Interactors; - -/// -/// 3D空間上の2つのソケットスロットにバフモジュールがハメ込まれたかを監視し、 -/// 連結完了時にバフを発動させるパズル管理クラス -/// - -public class CodingPuzzleManager : MonoBehaviour -{ - [Header("ソケットスロットの設定")] - [Tooltip("台座に配置した Slot_A の XRSocketInteractor を指定してください")] - [SerializeField] private XRSocketInteractor socketA; - [Tooltip("台座に配置した Slot_B の XRSocketInteractor を指定してください")] - [SerializeField] private XRSocketInteractor socketB; - - private void OnEnable() - { - // ソケットにオブジェクトが「ハメ込まれた瞬間」のイベントを登録 - if (socketA != null) socketA.selectEntered.AddListener(OnSocketAEntered); - if (socketB != null) socketB.selectEntered.AddListener(OnSocketBEntered); - } - - private void OnDisable() - { - // イベントの登録解除 - if (socketA != null) socketA.selectEntered.RemoveListener(OnSocketAEntered); - if (socketB != null) socketB.selectEntered.RemoveListener(OnSocketBEntered); - } - - // Slot_A に何かがハメ込まれた時のコールバック - private void OnSocketAEntered(SelectEnterEventArgs args) - { - CheckPuzzleCompletion(); - } - - // Slot_B に何かがハメ込まれた時のコールバック - private void OnSocketBEntered(SelectEnterEventArgs args) - { - CheckPuzzleCompletion(); - } - - /// - /// 両方のスロットが埋まっているかチェックし、埋まっていれば連結バフを発動する - /// - private void CheckPuzzleCompletion() - { - if (socketA == null || socketB == null) return; - - // 両方のソケットがオブジェクトを保持(hasSelection)しているか確認 - if (socketA.hasSelection && socketB.hasSelection) - { - // ハメ込まれているオブジェクト(Interactable)を取得 - var objA = socketA.firstInteractableSelected; - var objB = socketB.firstInteractableSelected; - - if (objA != null && objB != null) - { - // オブジェクトの名前から、どのバフ四角形かを判別する文字列を抽出 - string buff1 = GetBuffNameFromObjectName(objA.transform.gameObject.name); - string buff2 = GetBuffNameFromObjectName(objB.transform.gameObject.name); - - Debug.Log($"💻 パズル連結完了! 検出されたコンボ: [{buff1}] + [{buff2}]"); - - // ★ソケットにハマっているオブジェクトを強制的に解放・リセット - // (これをしないと、次回Codingモードを開いた時にスロットが埋まったままになります) - ClearSockets(); - - // PlayerStatusManagerにバフを適用させ、時間停止を解除してプレイ画面に戻る - if (PlayerStatusManager.Instance != null) - { - PlayerStatusManager.Instance.ApplyBuffsAndResume(buff1, buff2); - } - } - } - } - - /// - /// オブジェクト名に含まれるキーワードから、ステータスマネージャーに渡す用の正確なバフ名を返すヘルパー - /// - private string GetBuffNameFromObjectName(string objName) - { - if (objName.Contains("AttackUp")) return "AttackUp"; - if (objName.Contains("DefenseUp")) return "DefenseUp"; - if (objName.Contains("Heal")) return "Heal"; - return "Unknown"; - } - - /// - /// 次回起動時のために、ソケットの選択状態を内部的・物理的に安全にクリアする - /// - private void ClearSockets() - { - // 開発環境のSDKバージョンによって挙動が異なる場合があるため、 - // ハハマっているモジュールを一度ソケットの子供から外し、初期位置付近に戻すか、 - // あるいは単純に非アクティブ(または位置リセット)にする処理が推奨されます。 - // ここでは安全のため、ハマっていたオブジェクトの座標を台座の手前に逃がします。 - - if (socketA.firstInteractableSelected != null) - { - socketA.firstInteractableSelected.transform.position = transform.position + (transform.forward * -0.2f); - } - if (socketB.firstInteractableSelected != null) - { - socketB.firstInteractableSelected.transform.position = transform.position + (transform.forward * -0.2f) + (transform.right * 0.1f); - } - } -} \ No newline at end of file diff --git a/Assets/Scripts/ElevatorSceneTransition.cs b/Assets/Scripts/ElevatorSceneTransition.cs new file mode 100644 index 0000000..37e1e0a --- /dev/null +++ b/Assets/Scripts/ElevatorSceneTransition.cs @@ -0,0 +1,130 @@ +using UnityEngine; +using UnityEngine.SceneManagement; +using UnityEngine.UI; +using UnityEngine.XR; // 振動機能のために必要 +using System.Collections; + +public class ElevatorSceneTransition : MonoBehaviour +{ + [Header("遷移先の設定")] + [SerializeField] private string bossSceneName = "BossStage"; + [SerializeField] private string playerTag = "Player"; + + [Header("ローディングUI設定")] + [SerializeField] private GameObject loadingCanvas; + [SerializeField] private Text progressText; + [SerializeField] private Slider progressSlider; + + // ─── ★ここから下降演出用の設定項目を追加 ─── + [Header("エレベーター下降演出設定")] + [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")] + [SerializeField] private Transform elevatorCageTransform; + + [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)")] + [SerializeField] private float shakeMagnitude = 0.015f; + + [Tooltip("下降中のコントローラーの振動の強さ(0.0 ~ 1.0)")] + [SerializeField] private float hapticAmplitude = 0.15f; + // ───────────────────────────────────────── + + private bool isLoadingStarted = false; + 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 + + private void Start() + { + if (loadingCanvas != null) + { + loadingCanvas.SetActive(false); + } + + // 部屋の初期位置を保存 + if (elevatorCageTransform != null) + { + originalCagePosition = elevatorCageTransform.localPosition; + } + } + + private void OnTriggerEnter(Collider other) + { + if (isLoadingStarted) return; + + if (other.CompareTag(playerTag)) + { + isLoadingStarted = true; + 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。"); + StartCoroutine(LoadSceneAsyncRoutine()); + } + } + + private IEnumerator LoadSceneAsyncRoutine() + { + if (loadingCanvas != null) loadingCanvas.SetActive(true); + + // 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) + AsyncOperation asyncLoad = SceneManager.LoadSceneAsync(bossSceneName); + asyncLoad.allowSceneActivation = false; + + // 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 + float hapticTimer = 0f; + + // 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 + while (asyncLoad.progress < 0.9f) + { + // 1. UIの進捗率(%)を更新 + float currentProgress = Mathf.Clamp01(asyncLoad.progress / 0.9f); + if (progressText != null) progressText.text = $"LOADING: {(currentProgress * 100f):F0}%"; + if (progressSlider != null) progressSlider.value = currentProgress; + + // 2. 【演出:部屋をガタガタ揺らす】 + // 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 + if (elevatorCageTransform != null) + { + Vector3 randomOffset = Random.insideUnitSphere * shakeMagnitude; + // ※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 + randomOffset.y = 0; + elevatorCageTransform.localPosition = originalCagePosition + randomOffset; + } + + // 3. 【演出:両手のコントローラーを定期的に微振動させる】 + hapticTimer += Time.deltaTime; + 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 + { + TriggerBothHandHaptics(hapticAmplitude, 0.08f); + hapticTimer = 0f; + } + + yield return null; + } + + // ─── ロード完了後の処理 ─── + + // 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 + if (elevatorCageTransform != null) + { + elevatorCageTransform.localPosition = originalCagePosition; + } + + if (progressText != null) progressText.text = "ARRIVED"; + if (progressSlider != null) progressSlider.value = 1f; + + // 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) + yield return new WaitForSeconds(1.0f); + + Debug.Log("🎉 ボスステージに到着。シーンを切り替えます。"); + asyncLoad.allowSceneActivation = true; + } + + /// + /// 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 + /// + private void TriggerBothHandHaptics(float amplitude, float duration) + { + // 左手 + InputDevice leftDevice = InputDevices.GetDeviceAtXRNode(XRNode.LeftHand); + if (leftDevice.isValid) leftDevice.SendHapticImpulse(0, amplitude, duration); + + // 右手 + InputDevice rightDevice = InputDevices.GetDeviceAtXRNode(XRNode.RightHand); + if (rightDevice.isValid) rightDevice.SendHapticImpulse(0, amplitude, duration); + } +} \ No newline at end of file diff --git a/Assets/Scripts/ElevatorSceneTransition.cs.meta b/Assets/Scripts/ElevatorSceneTransition.cs.meta new file mode 100644 index 0000000..e021433 --- /dev/null +++ b/Assets/Scripts/ElevatorSceneTransition.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 72dd993245dfeb94ca11fd104e817220 \ No newline at end of file diff --git a/Assets/Scripts/PlayerStatusManager.cs b/Assets/Scripts/PlayerStatusManager.cs index 49c7a9e..6402f72 100644 --- a/Assets/Scripts/PlayerStatusManager.cs +++ b/Assets/Scripts/PlayerStatusManager.cs @@ -1,10 +1,7 @@ using UnityEngine; using UnityEngine.InputSystem; -using System.Collections; +using System.Collections.Generic; -/// -/// 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 -/// public class PlayerStatusManager : MonoBehaviour { public static PlayerStatusManager Instance { get; private set; } @@ -18,41 +15,23 @@ public class PlayerStatusManager : MonoBehaviour [SerializeField] private float currentGauge = 0f; [Header("表示UI設定")] - [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("ミニゲーム画面をまとめている親オブジェクトを指定してください")] [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")] - [Tooltip("攻撃力UP・防御力UPの持続時間 (秒)")] [SerializeField] private float buffDuration = 10f; - [Tooltip("攻撃力UP時のダメージ倍率 (例: 1.5倍)")] [SerializeField] private float attackBuffMultiplier = 1.5f; - [Tooltip("防御力UP時の被ダメージ軽減率 (例: 0.5ならダメージ50%カット)")] [SerializeField] private float defenseBuffMultiplier = 0.5f; - [Tooltip("HP回復バフ発動時の回復量")] [SerializeField] private float hpHealAmount = 30f; - // 各バフの残り時間を管理するタイマー(0より大きければバフ有効) private float attackBuffTimer = 0f; private float defenseBuffTimer = 0f; - - // 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 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 private void Awake() { @@ -81,7 +60,6 @@ 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 if (!isCodingMode) { UpdateBuffTimers(); @@ -116,68 +94,69 @@ public class PlayerStatusManager : MonoBehaviour private void StartCodingMode() { isCodingMode = true; - Time.timeScale = 0f; // 時間を完全停止 + Time.timeScale = 0f; // 時間停止 - if (codingModeUI != null) codingModeUI.SetActive(true); + if (codingModeUI != null) + { + codingModeUI.SetActive(true); + // ★新設:画面が開いた瞬間にミニゲームの盤面をランダム生成してリセットする + CodingModeGridManager gridManager = codingModeUI.GetComponentInChildren(); + if (gridManager != null) gridManager.ResetAndGenerateMinigame(); + } } /// - /// ★役割拡張:パズル完了時に呼び出され、指定された2つのバフを発動して時間を再開する + /// ★ミニゲームクリア時:獲得したバフリストをすべて適用して現実世界を再開する /// - public void ApplyBuffsAndResume(string buff1, string buff2) + public void CompleteCodingMode(List earnedBuffs) { - // 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) - ActivateBuffByName(buff1); - ActivateBuffByName(buff2); + Debug.Log("💻 【ハッキング成功】 ミニゲームクリア!現実世界に復帰します。"); + + foreach (string buff in earnedBuffs) + { + ActivateBuffByName(buff); + } - // 2. Codingモードの終了処理 + ResumeGameplay(); + } + + /// + /// ★ミニゲーム失敗時:失敗ゾーン接触による強制終了処理(バフなしで復帰) + /// + public void FailCodingMode() + { + Debug.Log("🚨 【ハッキング強制失敗】 失敗ゾーンに接触しました。バフなしで復帰します。"); + ResumeGameplay(); + } + + private void ResumeGameplay() + { isCodingMode = false; - Time.timeScale = 1f; // 時間を再開 + Time.timeScale = 1f; // 時間再開 if (codingModeUI != null) codingModeUI.SetActive(false); - currentGauge = 0f; // ゲージを消費 + currentGauge = 0f; // ゲージ消費 } - /// - /// 文字列に応じて対象のバフを起動する内部メソッド - /// private void ActivateBuffByName(string buffName) { switch (buffName) { case "AttackUp": - attackBuffTimer = buffDuration; // タイマーをリセット(上書き補給) - Debug.Log($"⚔️ 攻撃力UPバフ発動! 倍率: {attackBuffMultiplier} / 効果時間: {buffDuration}秒"); + attackBuffTimer = buffDuration; + Debug.Log($"⚔️ 攻撃力UPが適用されました。効果時間: {buffDuration}秒"); break; - case "DefenseUp": - defenseBuffTimer = buffDuration; // タイマーをリセット(上書き補給) - Debug.Log($"🛡️ 防御力UPバフ発動! 被ダメージ倍率: {defenseBuffMultiplier} / 効果時間: {buffDuration}秒"); + defenseBuffTimer = buffDuration; + Debug.Log($"🛡️ 防御力UPが適用されました。効果時間: {buffDuration}秒"); break; - case "Heal": - ExecuteHeal(); // HP回復は即時発動 - break; - - default: - Debug.LogWarning($"未定義のバフ名が検出されました: {buffName}"); + Debug.Log($"💚 HP回復が適用されました。回復量: {hpHealAmount}"); + // ※将来の拡張:PlayerHealth.Instance.Heal(hpHealAmount); break; } } - /// - /// HP回復の即時実行処理 - /// - private void ExecuteHeal() - { - Debug.Log($"💚 HP回復バフ発動! 回復量: {hpHealAmount}"); - // 【将来の拡張】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); - } - - /// - /// 毎フレーム、有効なバフタイマーをリアルタイムで減算する - /// private void UpdateBuffTimers() { if (attackBuffTimer > 0f) diff --git a/Assets/XR/Settings/OpenXRPackageSettings.asset b/Assets/XR/Settings/OpenXRPackageSettings.asset index 312c3cc..7154d7e 100644 --- a/Assets/XR/Settings/OpenXRPackageSettings.asset +++ b/Assets/XR/Settings/OpenXRPackageSettings.asset @@ -1179,8 +1179,8 @@ MonoBehaviour: features: - {fileID: 7011443450567333355} - {fileID: -671281728444007487} - - {fileID: -901939997048047619} - - {fileID: -1734471456787174204} + - {fileID: 6956056911768161135} + - {fileID: -6387251413244805544} - {fileID: 8980318060753866109} - {fileID: -6559185765804338520} - {fileID: -4756202077021157709} @@ -1191,7 +1191,7 @@ MonoBehaviour: - {fileID: 348827886137839178} - {fileID: -7499073031166464939} - {fileID: 7666556398442971420} - - {fileID: -7343570946846779558} + - {fileID: -142859899272520151} - {fileID: 3985858319333531581} - {fileID: -6511185071715886993} - {fileID: -4363231183632145407}