1 Commits

Author SHA1 Message Date
ohgushiyuga
03d1ef27ca / 2026-07-22 14:28:45 +09:00
37 changed files with 3288 additions and 9485 deletions

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using UnityEngine;
using UnityEngine.XR.Interaction.Toolkit;
using UnityEngine.XR.Interaction.Toolkit.Interactors;
public class CodingModeManager : 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;
[Header("XR Interaction Toolkit 移動系コンポーネント")]
[Tooltip("Continuous Move Provider などの移動スクリプトをアタッチ")]
[SerializeField] private Behaviour moveProvider;
[Tooltip("Snap Turn Provider や Continuous Turn Provider などの旋回スクリプトをアタッチ")]
[SerializeField] private Behaviour turnProvider;
public bool IsCodingModeActive { get; private set; } = false;
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();
}
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($"💻 パズル連結完了! 検出されたコンボ: [{buff1}] + [{buff2}]");
ClearSockets();
// PlayerStatusManagerにバフを適用させ、時間停止を解除してプレイ画面に戻る
if (PlayerStatusManager.Instance != null)
{
//PlayerStatusManager.Instance.ApplyBuffsAndResume(buff1, buff2);
}
}
}
}
private string GetBuffNameFromObjectName(string objName)
{
if (objName.Contains("AttackUp")) return "AttackUp";
if (objName.Contains("DefenseUp")) return "DefenseUp";
if (objName.Contains("Heal")) return "Heal";
return "Unknown";
}
private void ClearSockets()
{
if (socketA.firstInteractableSelected != null)
{
socketA.firstInteractableSelected.transform.position = transform.position + (transform.forward * -0.2f);
}
if (socketB.firstInteractableSelected != null)
{
socketB.firstInteractableSelected.transform.position = transform.position + (transform.forward * -0.2f) + (transform.right * 0.1f);
}
}
public void ToggleCodingMode()
{
IsCodingModeActive = !IsCodingModeActive;
// CodingModeが有効trueなら、enabled を false にして足止めする
if (moveProvider != null) moveProvider.enabled = !IsCodingModeActive;
if (turnProvider != null) turnProvider.enabled = !IsCodingModeActive;
Debug.Log($"💻 CodingMode: {(IsCodingModeActive ? "ON ()" : "OFF ()")}");
}
}

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using UnityEngine;
using System.Collections;
// アタッチしたSprite Rendererの色を操作してフェードアウトさせるスクリプト
[RequireComponent(typeof(SpriteRenderer))]
public class FadeOutSprite : MonoBehaviour
{
private SpriteRenderer spriteRenderer;
public float fadeDuration = 1.0f; // 消えるまでの時間(秒)
public float startDelay = 0.5f; // 表示してからフェードを開始するまでの待ち時間(秒)
private void Awake()
{
spriteRenderer = GetComponent<SpriteRenderer>();
}
private void OnEnable()
{
// オブジェクトが有効になったときにフェードアニメーションを開始
StartCoroutine(FadeOutCoroutine());
}
private IEnumerator FadeOutCoroutine()
{
// 1. 最初は完全に表示
SetAlpha(1f);
// 2. 指定時間待機(画像がはっきり見える時間)
yield return new WaitForSeconds(startDelay);
// 3. アルファ値を徐々に減らすフェードアウト
float timer = 0f;
Color initialColor = spriteRenderer.color;
while (timer < fadeDuration)
{
timer += Time.deltaTime;
// 経過時間に基づいてアルファ値を計算1 -> 0
float alpha = Mathf.Lerp(1f, 0f, timer / fadeDuration);
SetAlpha(alpha);
yield return null; // 次のフレームまで待機
}
// 4. 完全に消えたら自身を破棄(再利用しない場合)
SetAlpha(0f);
Destroy(gameObject);
}
private void SetAlpha(float alpha)
{
Color current = spriteRenderer.color;
current.a = alpha; // Alpha値を更新
spriteRenderer.color = current;
}
}

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fileFormatVersion: 2
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using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
/// <summary>
/// XR UIが反応しない原因を自動判定する超安全な診断スクリプト
/// </summary>
public class XRUIDiagnoser : MonoBehaviour
{
private void Start()
{
Debug.Log("============== 🔍 XR UI 自動診断スタート ==============");
// 1. EventSystem の重複・存在チェック
var eventSystems = FindObjectsByType<EventSystem>(FindObjectsInactive.Include, FindObjectsSortMode.None);
if (eventSystems.Length == 0)
{
Debug.LogError("🚨【原因】シーンに EventSystem が存在しません!");
}
else if (eventSystems.Length > 1)
{
Debug.LogError($"🚨【原因】EventSystem がシーンに {eventSystems.Length} 個あります!これが最大の原因になりやすいです。不要な方を削除してください。");
foreach (var es in eventSystems) Debug.Log($" ・配置場所: {es.gameObject.name}", es.gameObject);
}
else
{
var module = eventSystems[0].GetComponent<BaseInputModule>();
Debug.Log($"⭕ EventSystem: OK [{eventSystems[0].name}] | Module: {(module != null ? module.GetType().Name : "")}");
}
// 2. Ray Interactor (ビーム発射体) の存在チェック (名前で動的探索するためバージョンエラーになりません)
var allComponents = FindObjectsByType<Component>(FindObjectsInactive.Include, FindObjectsSortMode.None);
int rayCount = 0;
foreach (var c in allComponents)
{
if (c != null && c.GetType().Name.Contains("RayInteractor"))
{
rayCount++;
bool active = c.gameObject.activeInHierarchy;
if (!active)
Debug.LogError($"🚨【原因】[{c.gameObject.name}] の RayInteractor オブジェクトが非アクティブ(OFF)になっています!", c.gameObject);
else
Debug.Log($"⭕ Ray Interactor 発見: [{c.gameObject.name}] ({c.GetType().Name}) | Active: OK");
}
}
if (rayCount == 0)
{
Debug.LogError("🚨【原因】コントローラーの手のオブジェクトに RayInteractor コンポーネントが見つかりません!");
}
// 3. Canvas の設定チェック
var canvases = FindObjectsByType<Canvas>(FindObjectsInactive.Exclude, FindObjectsSortMode.None);
if (canvases.Length == 0)
{
Debug.LogError("🚨【原因】アクティブな Canvas がシーン内に存在しません!");
}
foreach (var canvas in canvases)
{
var raycaster = canvas.GetComponent<GraphicRaycaster>();
if (raycaster == null)
{
Debug.LogError($"🚨【原因】Canvas [{canvas.name}] に Raycaster コンポーネントが付いていません!", canvas.gameObject);
}
else
{
Debug.Log($"⭕ Canvas: OK [{canvas.name}] | RenderMode: {canvas.renderMode} | Raycaster: {raycaster.GetType().Name}");
}
}
Debug.Log("========================================================");
}
}

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fileFormatVersion: 2
guid: bca5237dce7df3543ba5a9c686d545d6

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using UnityEngine; using UnityEngine;
using UnityEngine.InputSystem; using UnityEngine.InputSystem;
using UnityEngine.AI; using UnityEngine.AI;
using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
/// <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
/// </summary>
public class PlayerStatusManager : MonoBehaviour public class PlayerStatusManager : MonoBehaviour
{ {
public static PlayerStatusManager Instance { get; private set; } public static PlayerStatusManager Instance { get; private set; }
[Header("デバッグ設定")]
[SerializeField] private bool ignoreGaugeForDebug = true;
[Header("Codingモード用 入力設定")] [Header("Codingモード用 入力設定")]
[SerializeField] private InputActionProperty zlButtonAction; [SerializeField] private InputActionProperty zlButtonAction;
[SerializeField] private InputActionProperty zrButtonAction; [SerializeField] private InputActionProperty zrButtonAction;
[Header("プレイヤー移動・操作制御用 入力設定")] [Header("プレイヤー移動・操作制御用 入力設定")]
[Tooltip("プレイヤーの移動入力(例: LeftHand Moveのアクションを指定してください")]
[SerializeField] private InputActionProperty moveAction; [SerializeField] private InputActionProperty moveAction;
[Tooltip("プレイヤーの視点回転入力(例: RightHand Turnがあれば指定してください任意")]
[SerializeField] private InputActionProperty turnAction; [SerializeField] private InputActionProperty turnAction;
[Header("パズル制限時間設定")]
[SerializeField] private float codingLimitDuration = 15f;
private float codingTimer = 0f;
[Header("ゲージ設定")] [Header("ゲージ設定")]
[SerializeField] private float maxGauge = 100f; [SerializeField] private float maxGauge = 100f;
[SerializeField] private float currentGauge = 0f; [SerializeField] private float currentGauge = 0f;
[Header("表示UI設定")] [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")]
[SerializeField] private GameObject codingModeUI; [SerializeField] private GameObject codingModeUI;
[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;
[Tooltip("攻撃力UP時のダメージ倍率")] [Tooltip("攻撃力UP時のダメージ倍率 (例: 1.5倍)")]
[SerializeField] private float attackBuffMultiplier = 1.5f; [SerializeField] private float attackBuffMultiplier = 1.5f;
[Tooltip("防御力UP時の被ダメージ軽減率")] [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; [SerializeField] private float defenseBuffMultiplier = 0.5f;
[Tooltip("HP回復バフ発動時の回復量")] [Tooltip("HP回復バフ発動時の回復量")]
[SerializeField] private float hpHealAmount = 30f; [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 attackBuffTimer = 0f;
private float defenseBuffTimer = 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; private bool isCodingMode = false;
public GameObject successEffectPrefab; // 【記憶リスト】一時停止させた敵のアニメーターとNavMeshAgentを記憶しておく
// エフェクトを出す位置(合体したブロックの少し上など)
public Transform effectSpawnPoint;
private List<Animator> pausedAnimators = new List<Animator>(); private List<Animator> pausedAnimators = new List<Animator>();
private List<NavMeshAgent> pausedAgents = new List<NavMeshAgent>(); private List<NavMeshAgent> pausedAgents = new List<NavMeshAgent>();
@@ -65,28 +65,18 @@ public class PlayerStatusManager : MonoBehaviour
private void OnEnable() private void OnEnable()
{ {
EnableAction(zlButtonAction); if (zlButtonAction.action != null) zlButtonAction.action.Enable();
EnableAction(zrButtonAction); if (zrButtonAction.action != null) zrButtonAction.action.Enable();
EnableAction(moveAction); if (moveAction.action != null) moveAction.action.Enable();
EnableAction(turnAction); if (turnAction.action != null) turnAction.action.Enable();
} }
private void OnDisable() private void OnDisable()
{ {
DisableAction(zlButtonAction); if (zlButtonAction.action != null) zlButtonAction.action.Disable();
DisableAction(zrButtonAction); if (zrButtonAction.action != null) zrButtonAction.action.Disable();
DisableAction(moveAction); if (moveAction.action != null) moveAction.action.Disable();
DisableAction(turnAction); if (turnAction.action != null) turnAction.action.Disable();
}
private void EnableAction(InputActionProperty property)
{
if (property.action != null) property.action.Enable();
}
private void DisableAction(InputActionProperty property)
{
if (property.action != null) property.action.Disable();
} }
private void Start() private void Start()
@@ -98,19 +88,11 @@ public class PlayerStatusManager : MonoBehaviour
{ {
CheckComboInput(); CheckComboInput();
// 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();
} }
else
{
// CodingMode中の制限時間カウントダウン
codingTimer -= Time.deltaTime;
if (codingTimer <= 0f)
{
FailCodingModeByTimeout();
}
}
} }
public void AddGauge(float amount) public void AddGauge(float amount)
@@ -118,113 +100,166 @@ public class PlayerStatusManager : MonoBehaviour
if (isCodingMode) return; if (isCodingMode) return;
currentGauge += amount; currentGauge += amount;
currentGauge = Mathf.Clamp(currentGauge, 0f, maxGauge); currentGauge = Mathf.Clamp(currentGauge, 0f, maxGauge);
Debug.Log($"🔋 共通ゲージ増加: {currentGauge} / {maxGauge}");
} }
private void CheckComboInput() private void CheckComboInput()
{ {
if (zlButtonAction.action == null || zrButtonAction.action == null) return; if (zlButtonAction.action == null || zrButtonAction.action == null) return;
float zlVal = zlButtonAction.action.ReadValue<float>(); bool zlPressed = zlButtonAction.action.triggered && zlButtonAction.action.ReadValue<float>() > 0.5f;
float zrVal = zrButtonAction.action.ReadValue<float>(); bool zrPressed = zrButtonAction.action.triggered && zrButtonAction.action.ReadValue<float>() > 0.5f;
bool isBothHeld = zlVal > 0.5f && zrVal > 0.5f; // 同時押しの判定
bool isAnyTriggered = zlButtonAction.action.triggered || zrButtonAction.action.triggered; bool isComboTriggered = (zlPressed && zrButtonAction.action.ReadValue<float>() > 0.5f) ||
(zrPressed && zlButtonAction.action.ReadValue<float>() > 0.5f);
if (isBothHeld && isAnyTriggered) if (isComboTriggered)
{ {
if (!isCodingMode) if (!isCodingMode && currentGauge >= maxGauge)
{ {
if (ignoreGaugeForDebug || currentGauge >= maxGauge) // 通常時 ➔ ゲージ満タンならCodingモード発動
{ StartCodingMode();
StartCodingMode();
}
else
{
Debug.LogWarning($"⚠️ ゲージ不足のためCodingModeを開始できません。現在: {currentGauge} / 必要: {maxGauge}");
}
} }
else else if (isCodingMode)
{ {
// ★Codingモード中に再度同時押し ➔ キャンセルして無消費で復帰
CancelCodingMode(); CancelCodingMode();
} }
} }
} }
/// <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;
codingTimer = codingLimitDuration;
// 1. プレイヤーの移動制御をロック // 1. プレイヤーの移動・視点回転の入力アクションを無効化Disableして足止めする
DisableAction(moveAction); if (moveAction.action != null) moveAction.action.Disable();
DisableAction(turnAction); if (turnAction.action != null) turnAction.action.Disable();
// 2. パズルブロックの状態・位置を全リセット // 2. シーン内の敵のアニメーターを検索して完全停止
PuzzleBlock.ResetAllBlocksInScene(); Animator[] allAnimators = FindObjectsByType<Animator>(FindObjectsSortMode.None);
pausedAnimators.Clear();
// 3. 敵のアニメーション・NavMeshを停止 foreach (var anim in allAnimators)
foreach (var anim in FindObjectsByType<Animator>(FindObjectsSortMode.None))
{ {
if (anim == null || anim.gameObject == this.gameObject || anim.CompareTag("Player")) continue; if (anim == null) continue;
if (anim.gameObject == this.gameObject || anim.CompareTag("Player")) continue;
anim.speed = 0f; anim.speed = 0f;
pausedAnimators.Add(anim); pausedAnimators.Add(anim);
} }
foreach (var agent in FindObjectsByType<NavMeshAgent>(FindObjectsSortMode.None)) // 3. ボスのNavMeshAgent自動移動も一時停止させる
NavMeshAgent[] allAgents = FindObjectsByType<NavMeshAgent>(FindObjectsSortMode.None);
pausedAgents.Clear();
foreach (var agent in allAgents)
{ {
if (agent == null || !agent.enabled || !agent.gameObject.activeInHierarchy || agent.CompareTag("Player")) continue; if (agent == null || !agent.enabled || !agent.gameObject.activeInHierarchy) continue;
if (!agent.isStopped) { agent.isStopped = true; pausedAgents.Add(agent); } if (agent.CompareTag("Player")) continue;
if (!agent.isStopped)
{
agent.isStopped = true;
pausedAgents.Add(agent);
}
} }
if (codingModeUI != null) codingModeUI.SetActive(true); if (codingModeUI != null) codingModeUI.SetActive(true);
Debug.Log($"⏳ Codingモード開始(制限時間: {codingLimitDuration}秒)"); Debug.Log("⏳ Codingモードプレイヤー移動をロック敵の時間アニメ・NavMeshを完全停止しました。");
} }
/// <summary>
/// バフを適用してゲームを再開する(ゲージ消費あり)
/// </summary>
public void ApplyBuffsAndResume(string buff1, string buff2) public void ApplyBuffsAndResume(string buff1, string buff2)
{ {
Instantiate(successEffectPrefab, effectSpawnPoint.position, effectSpawnPoint.rotation); // 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. ゲーム状態を復帰(ゲージを消費)
ResumeWorldState(consumeGauge: true); ResumeWorldState(consumeGauge: true);
Debug.Log("🎉 パズル成功!バフを適用してゲームを再開しました。");
} Debug.Log("▶ Codingモード完了バフを適用してゲームを再開しました。");
private void FailCodingModeByTimeout()
{
ResumeWorldState(consumeGauge: true);
Debug.Log("💀 制限時間切れ! Codingモード失敗バフなし・ゲージ消費。");
} }
/// <summary>
/// ★新規実装Codingモードをキャンセルしてゲームを再開するゲージ消費なし
/// </summary>
public void CancelCodingMode() public void CancelCodingMode()
{ {
// ゲーム状態を復帰(ゲージは維持)
ResumeWorldState(consumeGauge: false); ResumeWorldState(consumeGauge: false);
Debug.Log("↩️ Codingモードを手動キャンセルしました。");
Debug.Log("↩️ Codingモードキャンセルゲージを維持したまま通常状態に復帰しました。");
} }
/// <summary>
/// 世界の状態アニメーション・NavMesh・プレイヤー移動・UIを復帰させる共通メソッド
/// </summary>
private void ResumeWorldState(bool consumeGauge) private void ResumeWorldState(bool consumeGauge)
{ {
foreach (var anim in pausedAnimators) { if (anim != null) anim.speed = 1f; } // 1. 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(); pausedAnimators.Clear();
foreach (var agent in pausedAgents) { if (agent != null && agent.enabled) agent.isStopped = false; } // 2. 停止させていたNavMeshAgentの移動を再開する
foreach (var agent in pausedAgents)
{
if (agent != null && agent.enabled)
{
agent.isStopped = false;
}
}
pausedAgents.Clear(); pausedAgents.Clear();
EnableAction(moveAction); // 3. プレイヤーの移動・視点回転の入力アクションを再有効化Enableして操作ロックを解除
EnableAction(turnAction); if (moveAction.action != null) moveAction.action.Enable();
if (turnAction.action != null) turnAction.action.Enable();
// 4. フラグとUIをリセット
isCodingMode = false; isCodingMode = false;
if (codingModeUI != null) codingModeUI.SetActive(false); if (codingModeUI != null) codingModeUI.SetActive(false);
if (consumeGauge) currentGauge = 0f; // 5. ゲージの消費制御
if (consumeGauge)
{
currentGauge = 0f; // バフ決定時のみゲージ消費
}
} }
private void ActivateBuffByName(string buffName) private void ActivateBuffByName(string buffName)
{ {
switch (buffName) switch (buffName)
{ {
case "AttackUp": attackBuffTimer = buffDuration; break; case "AttackUp":
case "DefenseUp": defenseBuffTimer = buffDuration; break; attackBuffTimer = buffDuration;
case "Heal": ExecuteHeal(); break; Debug.Log($"⚔️ 攻撃力UPバフ発動 倍率: {attackBuffMultiplier} / 効果時間: {buffDuration}秒");
break;
case "DefenseUp":
defenseBuffTimer = buffDuration;
Debug.Log($"🛡️ 防御力UPバフ発動 被ダメージ倍率: {defenseBuffMultiplier} / 効果時間: {buffDuration}秒");
break;
case "Heal":
ExecuteHeal();
break;
default:
Debug.LogWarning($"未定義のバフ名が検出されました: {buffName}");
break;
} }
} }
@@ -235,7 +270,16 @@ public class PlayerStatusManager : MonoBehaviour
private void UpdateBuffTimers() private void UpdateBuffTimers()
{ {
if (attackBuffTimer > 0f) attackBuffTimer -= Time.deltaTime; if (attackBuffTimer > 0f)
if (defenseBuffTimer > 0f) defenseBuffTimer -= Time.deltaTime; {
attackBuffTimer -= Time.deltaTime;
if (attackBuffTimer <= 0f) Debug.Log("⚔️ 攻撃力UPバフの効果が終了しました。");
}
if (defenseBuffTimer > 0f)
{
defenseBuffTimer -= Time.deltaTime;
if (defenseBuffTimer <= 0f) Debug.Log("🛡️ 防御力UPバフの効果が終了しました。");
}
} }
} }

View File

@@ -1,148 +0,0 @@
using UnityEngine;
using UnityEngine.XR.Interaction.Toolkit.Interactables; // XR Toolkit用
public enum BlockColor { Red, Blue, Green }
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; }
[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 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()
{
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 OnTriggerEnter(Collider other)
{
if (isConnected) return;
PuzzleBlock partner = other.GetComponentInParent<PuzzleBlock>();
if (partner != null && IsValidPartner(partner))
{
nearbyPartner = partner;
Debug.Log($"🧩 パートナー検知: {partner.Color} の {partner.ShapeType}");
}
}
private void OnTriggerExit(Collider other)
{
PuzzleBlock partner = other.GetComponentInParent<PuzzleBlock>();
if (partner == nearbyPartner)
{
nearbyPartner = null;
}
}
private bool IsValidPartner(PuzzleBlock partner)
{
if (partner == null || partner.isConnected) return false;
// 同一色 異なる形状(ト字 コ字)のみ許可
return partner.Color == this.Color && partner.ShapeType != this.ShapeType;
}
public void OnReleased()
{
if (isConnected) return;
if (nearbyPartner != null)
{
ConnectToPartner(nearbyPartner);
}
}
private void ConnectToPartner(PuzzleBlock partner)
{
isConnected = true;
partner.isConnected = true;
// 1. 位置・回転のスナップ補正
if (snapPoint != null && partner.snapPoint != null)
{
transform.position = partner.snapPoint.position;
transform.rotation = partner.snapPoint.rotation;
}
else
{
transform.position = partner.transform.position;
transform.rotation = partner.transform.rotation;
}
// 2. 物理VR掴み動作の完全ロック完成後に崩れないようにする
LockBlockState();
partner.LockBlockState();
Debug.Log($"🎉 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"
};
}
}

View File

@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: f5140afa8506840059b73ebefeda1e8c

View File

@@ -1,45 +0,0 @@
using System.Collections;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class SimpleTitleManager : MonoBehaviour
{
[Header("UI Buttons")]
[SerializeField] private Button startButton;
[SerializeField] private Button exitButton;
[Header("Scene Settings")]
[SerializeField] private string mainGameSceneName = "MainGameScene";
private void Awake()
{
// テンプレートの手でボタンを押した時に実行される処理
startButton.onClick.AddListener(OnStartButtonClicked);
exitButton.onClick.AddListener(OnExitButtonClicked);
}
private void OnStartButtonClicked()
{
startButton.interactable = false; // 二重押し防止
StartCoroutine(LoadSceneRoutine());
}
private void OnExitButtonClicked()
{
#if UNITY_EDITOR
UnityEditor.EditorApplication.isPlaying = false;
#else
Application.Quit();
#endif
}
private IEnumerator LoadSceneRoutine()
{
AsyncOperation asyncLoad = SceneManager.LoadSceneAsync(mainGameSceneName);
while (!asyncLoad.isDone)
{
yield return null;
}
}
}

View File

@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: 63f333cd2936fbf439d4433a50178080

View File

@@ -1,92 +0,0 @@
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
namespace VRTitle.Input
{
/// <summary>
/// VRコントローラーからのポインター入力とUI操作を仲介するコンポーネント
/// </summary>
[RequireComponent(typeof(LineRenderer))]
public class VRLaserPointer : MonoBehaviour
{
[Header("Ray Settings")]
[SerializeField] private float maxDistance = 10f;
[SerializeField] private LayerMask uiLayerMask = ~0;
[Header("Visual")]
[SerializeField] private LineRenderer lineRenderer;
private GameObject currentHoveredObject;
private void Reset()
{
lineRenderer = GetComponent<LineRenderer>();
lineRenderer.positionCount = 2;
lineRenderer.startWidth = 0.005f;
lineRenderer.endWidth = 0.001f;
}
private void Update()
{
ProcessPointer();
}
private void ProcessPointer()
{
Ray ray = new Ray(transform.position, transform.forward);
PointerEventData pointerData = new PointerEventData(EventSystem.current)
{
position = new Vector2(Screen.width / 2f, Screen.height / 2f)
};
List<RaycastResult> results = new List<RaycastResult>();
EventSystem.current?.RaycastAll(pointerData, results);
Vector3 targetPosition = transform.position + transform.forward * maxDistance;
if (results.Count > 0)
{
RaycastResult hit = results[0];
targetPosition = hit.worldPosition;
UpdateHoverState(hit.gameObject, pointerData);
}
else
{
UpdateHoverState(null, pointerData);
}
// ポインター描画の更新
lineRenderer.SetPosition(0, transform.position);
lineRenderer.SetPosition(1, targetPosition);
}
private void UpdateHoverState(GameObject newHover, PointerEventData pointerData)
{
if (currentHoveredObject == newHover) return;
if (currentHoveredObject != null)
{
ExecuteEvents.Execute(currentHoveredObject, pointerData, ExecuteEvents.pointerExitHandler);
}
currentHoveredObject = newHover;
if (currentHoveredObject != null)
{
ExecuteEvents.Execute(currentHoveredObject, pointerData, ExecuteEvents.pointerEnterHandler);
}
}
/// <summary>
/// トリガーボタンが押された時に呼び出すInput System側から呼び出し可能
/// </summary>
public void OnPrimaryTriggerDown()
{
if (currentHoveredObject == null) return;
PointerEventData pointerData = new PointerEventData(EventSystem.current);
ExecuteEvents.Execute(currentHoveredObject, pointerData, ExecuteEvents.pointerClickHandler);
}
}
}

View File

@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: 6159a60476d605c4494622c0790e9b02

View File

@@ -7,7 +7,6 @@
"com.unity.inputsystem": "1.17.0", "com.unity.inputsystem": "1.17.0",
"com.unity.learn.iet-framework": "5.0.3", "com.unity.learn.iet-framework": "5.0.3",
"com.unity.multiplayer.center": "1.0.1", "com.unity.multiplayer.center": "1.0.1",
"com.unity.recorder": "5.1.6",
"com.unity.render-pipelines.universal": "17.3.0", "com.unity.render-pipelines.universal": "17.3.0",
"com.unity.timeline": "1.8.12", "com.unity.timeline": "1.8.12",
"com.unity.visualeffectgraph": "17.3.0", "com.unity.visualeffectgraph": "17.3.0",

View File

@@ -15,15 +15,6 @@
}, },
"url": "https://packages.unity.com" "url": "https://packages.unity.com"
}, },
"com.unity.bindings.openimageio": {
"version": "1.0.2",
"depth": 1,
"source": "registry",
"dependencies": {
"com.unity.collections": "1.2.4"
},
"url": "https://packages.unity.com"
},
"com.unity.burst": { "com.unity.burst": {
"version": "1.8.27", "version": "1.8.27",
"depth": 2, "depth": 2,
@@ -36,7 +27,7 @@
}, },
"com.unity.collections": { "com.unity.collections": {
"version": "2.6.2", "version": "2.6.2",
"depth": 1, "depth": 2,
"source": "registry", "source": "registry",
"dependencies": { "dependencies": {
"com.unity.burst": "1.8.23", "com.unity.burst": "1.8.23",
@@ -127,7 +118,7 @@
}, },
"com.unity.nuget.mono-cecil": { "com.unity.nuget.mono-cecil": {
"version": "1.11.6", "version": "1.11.6",
"depth": 2, "depth": 3,
"source": "registry", "source": "registry",
"dependencies": {}, "dependencies": {},
"url": "https://packages.unity.com" "url": "https://packages.unity.com"
@@ -139,17 +130,6 @@
"dependencies": {}, "dependencies": {},
"url": "https://packages.unity.com" "url": "https://packages.unity.com"
}, },
"com.unity.recorder": {
"version": "5.1.6",
"depth": 0,
"source": "registry",
"dependencies": {
"com.unity.timeline": "1.8.7",
"com.unity.collections": "1.2.4",
"com.unity.bindings.openimageio": "1.0.2"
},
"url": "https://packages.unity.com"
},
"com.unity.render-pipelines.core": { "com.unity.render-pipelines.core": {
"version": "17.3.0", "version": "17.3.0",
"depth": 1, "depth": 1,
@@ -217,7 +197,7 @@
}, },
"com.unity.test-framework.performance": { "com.unity.test-framework.performance": {
"version": "3.2.0", "version": "3.2.0",
"depth": 2, "depth": 3,
"source": "registry", "source": "registry",
"dependencies": { "dependencies": {
"com.unity.test-framework": "1.1.33", "com.unity.test-framework": "1.1.33",

View File

@@ -5,9 +5,6 @@ EditorBuildSettings:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
serializedVersion: 2 serializedVersion: 2
m_Scenes: m_Scenes:
- enabled: 1
path: Assets/_Scenes/Test.unity
guid: ef443f0333a244a26b06718135d3c98f
- enabled: 1 - enabled: 1
path: Assets/_Scenes/GameScene.unity path: Assets/_Scenes/GameScene.unity
guid: c224a272a4be6c6428cb5ed452dca7c5 guid: c224a272a4be6c6428cb5ed452dca7c5