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CodingMode
| Author | SHA1 | Date | |
|---|---|---|---|
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03d1ef27ca |
@@ -1,58 +0,0 @@
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using UnityEngine;
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using UnityEngine.InputSystem;
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public class InputManagerLR : MonoBehaviour
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{
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private static InputManagerLR instance;
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[SerializeField] private InputActionAsset actionAsset;
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private InputActionMap actionMap;
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private InputAction primaryButtonR;
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private InputAction secondaryButtonR;
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private InputAction primaryButtonL;
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private InputAction secondaryButtonL;
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private void Awake()
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{
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if (instance != null && instance != this)
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{
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Destroy(gameObject);
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return;
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}
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instance = this;
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DontDestroyOnLoad(gameObject);
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if (actionAsset != null)
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{
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actionMap = actionAsset.FindActionMap("Test");
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if (actionMap != null)
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{
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primaryButtonR = actionMap.FindAction("XR_PrimaryButtonR", throwIfNotFound: false);
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primaryButtonL = actionMap.FindAction("XR_PrimaryButtonL", throwIfNotFound: false);
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secondaryButtonR = actionMap.FindAction("XR_SecondaryButtonR", throwIfNotFound: false);
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secondaryButtonL = actionMap.FindAction("XR_SecondaryButtonL", throwIfNotFound: false);
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}
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}
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}
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private void OnEnable() => actionMap?.Enable();
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private void OnDisable() => actionMap?.Disable();
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public static bool PrimaryButtonR() => instance?.primaryButtonR?.IsPressed() ?? false;
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public static bool PrimaryButtonR_OnPress() => instance?.primaryButtonR?.WasPressedThisFrame() ?? false;
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public static bool PrimaryButtonR_OnRelease() => instance?.primaryButtonR?.WasReleasedThisFrame() ?? false;
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public static bool PrimaryButtonL() => instance?.primaryButtonL?.IsPressed() ?? false;
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public static bool PrimaryButtonL_OnPress() => instance?.primaryButtonL?.WasPressedThisFrame() ?? false;
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public static bool PrimaryButtonL_OnRelease() => instance?.primaryButtonL?.WasReleasedThisFrame() ?? false;
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public static bool SecondaryButtonR() => instance?.secondaryButtonR?.IsPressed() ?? false;
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public static bool SecondaryButtonR_OnPress() => instance?.secondaryButtonR?.WasPressedThisFrame() ?? false;
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public static bool SecondaryButtonR_OnRelease() => instance?.secondaryButtonR?.WasReleasedThisFrame() ?? false;
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public static bool SecondaryButtonL() => instance?.secondaryButtonL?.IsPressed() ?? false;
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public static bool SecondaryButtonL_OnPress() => instance?.secondaryButtonL?.WasPressedThisFrame() ?? false;
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public static bool SecondaryButtonL_OnRelease() => instance?.secondaryButtonL?.WasReleasedThisFrame() ?? false;
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}
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18016
Assets/_Scenes/SampleScene.unity
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2546
Assets/_Scenes/Test.unity
Normal file
@@ -1,29 +1,24 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.AI;
|
||||
using System.Collections.Generic;
|
||||
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||||
[RequireComponent(typeof(NavMeshAgent))]
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||||
[RequireComponent(typeof(Animator))]
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[RequireComponent(typeof(BossWebSpawner))]
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public class BossController : MonoBehaviour, IDamageable, IPauseable
|
||||
public class BossController : MonoBehaviour, IDamageble
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||||
{
|
||||
[Header("ステータス")]
|
||||
[SerializeField] private float maxHp = 500f;
|
||||
[SerializeField] private float currentHp = 500f;
|
||||
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||||
[field: Header("移動・攻撃パラメータ")]
|
||||
[field: SerializeField] public float ChaseRange { get; private set; } = 15f;
|
||||
[field: SerializeField] public float BiteRange { get; private set; } = 5f;
|
||||
|
||||
[field: SerializeField] public float ChargeSpeed { get; private set; } = 14f;
|
||||
[field: SerializeField] public float ChargeDuration { get; private set; } = 2f;
|
||||
[field: SerializeField] public float ChargeMinimumDistance { get; private set; } = 6f;
|
||||
[field: SerializeField] public float ChargeCooldownDuration { get; private set; } = 4f;
|
||||
[field: SerializeField] public float ChargeRoarDuration { get; private set; } = 5f;
|
||||
|
||||
[Header("アンカー・天井技設定")]
|
||||
public Transform ceilingAnchor;
|
||||
public Transform groundAnchor;
|
||||
[SerializeField] public Transform ceilingAnchor;
|
||||
[SerializeField] public Transform groundAnchor;
|
||||
[field: SerializeField] public float AttackRadius { get; private set; } = 15f;
|
||||
[field: SerializeField] public float JumpRoarDuration { get; private set; } = 2f;
|
||||
[field: SerializeField] public float CeilingAttackDuration { get; private set; } = 8.0f;
|
||||
@@ -31,28 +26,33 @@ public class BossController : MonoBehaviour, IDamageable, IPauseable
|
||||
[field: SerializeField] public float WebWarningDelay { get; private set; } = 0.8f;
|
||||
[field: SerializeField] public float WebDuration { get; private set; } = 3.0f;
|
||||
|
||||
[Tooltip("★新設:すでに糸がある場所から、最低何メートル離すか(被り防止の半径)")]
|
||||
[field: SerializeField] public float WebAvoidanceRadius { get; private set; } = 2.5f;
|
||||
|
||||
// ★新設:現在ステージ上に存在している(または予兆がある)糸の座標リスト
|
||||
public List<Vector3> ActiveWebPositions { get; private set; } = new List<Vector3>();
|
||||
[SerializeField] private GameObject warningMarkerPrefab;
|
||||
[SerializeField] private GameObject webPrefab;
|
||||
|
||||
public NavMeshAgent Agent { get; private set; }
|
||||
public Animator Anim { get; private set; }
|
||||
public Transform Player { get; private set; }
|
||||
public BossWebSpawner WebSpawner { get; private set; }
|
||||
|
||||
public float ChargeCooldownTimer { get; private set; }
|
||||
public float ChargeCooldownTimer { get; private set; } = 0f;
|
||||
public float NormalSpeed { get; private set; }
|
||||
public float NormalAcceleration { get; private set; }
|
||||
public bool PendingUltimate { get; set; }
|
||||
|
||||
private ISpiderState currentState;
|
||||
private Dictionary<Type, ISpiderState> stateCache;
|
||||
private Dictionary<System.Type, ISpiderState> stateCache;
|
||||
|
||||
private bool triggered50;
|
||||
private bool triggered25;
|
||||
private bool isPaused;
|
||||
// フェーズトリガー
|
||||
private bool triggered50 = false;
|
||||
private bool triggered25 = false;
|
||||
public bool PendingUltimate { get; set; } = false;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
Agent = GetComponent<NavMeshAgent>();
|
||||
Anim = GetComponent<Animator>();
|
||||
WebSpawner = GetComponent<BossWebSpawner>();
|
||||
|
||||
GameObject pObj = GameObject.FindGameObjectWithTag("Player");
|
||||
if (pObj != null) Player = pObj.transform;
|
||||
@@ -67,44 +67,11 @@ public class BossController : MonoBehaviour, IDamageable, IPauseable
|
||||
NormalSpeed = Agent.speed;
|
||||
NormalAcceleration = Agent.acceleration;
|
||||
}
|
||||
|
||||
if (WorldPauseManager.Instance != null)
|
||||
{
|
||||
WorldPauseManager.Instance.Register(this);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
if (WorldPauseManager.Instance != null)
|
||||
{
|
||||
WorldPauseManager.Instance.Unregister(this);
|
||||
}
|
||||
}
|
||||
|
||||
public void Pause()
|
||||
{
|
||||
isPaused = true;
|
||||
if (Anim != null) Anim.speed = 0f;
|
||||
if (Agent != null && Agent.enabled && Agent.isOnNavMesh)
|
||||
{
|
||||
Agent.isStopped = true;
|
||||
}
|
||||
}
|
||||
|
||||
public void Resume()
|
||||
{
|
||||
isPaused = false;
|
||||
if (Anim != null) Anim.speed = 1f;
|
||||
if (Agent != null && Agent.enabled && Agent.isOnNavMesh)
|
||||
{
|
||||
Agent.isStopped = false;
|
||||
}
|
||||
}
|
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|
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private void InitializeFSM()
|
||||
{
|
||||
stateCache = new Dictionary<Type, ISpiderState>
|
||||
stateCache = new Dictionary<System.Type, ISpiderState>
|
||||
{
|
||||
{ typeof(SpiderIdleState), new SpiderIdleState(this) },
|
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{ typeof(SpiderChaseState), new SpiderChaseState(this) },
|
||||
@@ -120,8 +87,6 @@ public class BossController : MonoBehaviour, IDamageable, IPauseable
|
||||
|
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private void Update()
|
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{
|
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if (isPaused) return;
|
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|
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currentState?.UpdateState();
|
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|
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if (ChargeCooldownTimer > 0f)
|
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@@ -132,18 +97,26 @@ public class BossController : MonoBehaviour, IDamageable, IPauseable
|
||||
|
||||
public void ChangeState<T>() where T : ISpiderState
|
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{
|
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currentState?.ExitState();
|
||||
ResetAllAnimationTriggers();
|
||||
if (currentState != null)
|
||||
{
|
||||
currentState.ExitState();
|
||||
ResetAllAnimationTriggers();
|
||||
Debug.Log($"🕷️ BossSpider [Exit]: {currentState.GetType().Name}");
|
||||
}
|
||||
|
||||
currentState = stateCache[typeof(T)];
|
||||
Debug.Log($"🕷️ BossSpider [Enter]: {currentState.GetType().Name}");
|
||||
currentState.EnterState();
|
||||
}
|
||||
|
||||
public void TakeDamage(DamageInfo damageInfo)
|
||||
{
|
||||
currentHp = Mathf.Clamp(currentHp - damageInfo.amount, 0, maxHp);
|
||||
currentHp -= damageInfo.amount;
|
||||
currentHp = Mathf.Clamp(currentHp, 0, maxHp);
|
||||
float hpPercentage = (currentHp / maxHp) * 100f;
|
||||
|
||||
Debug.Log($"💥 ボスに {damageInfo.amount} ダメージ。残りHP: {hpPercentage:F1}%");
|
||||
|
||||
if (hpPercentage <= 25f && !triggered25)
|
||||
{
|
||||
triggered25 = true;
|
||||
@@ -170,7 +143,7 @@ public class BossController : MonoBehaviour, IDamageable, IPauseable
|
||||
|
||||
public bool TriggerParryStun()
|
||||
{
|
||||
if (currentState is SpiderBiteState or SpiderChargeState)
|
||||
if (currentState is SpiderBiteState || currentState is SpiderChargeState)
|
||||
{
|
||||
ChangeState<SpiderStunState>();
|
||||
return true;
|
||||
@@ -178,7 +151,49 @@ public class BossController : MonoBehaviour, IDamageable, IPauseable
|
||||
return false;
|
||||
}
|
||||
|
||||
public void ResetChargeCooldown() => ChargeCooldownTimer = ChargeCooldownDuration;
|
||||
public void ResetChargeCooldown()
|
||||
{
|
||||
ChargeCooldownTimer = ChargeCooldownDuration;
|
||||
}
|
||||
|
||||
public void SpawnWarningAndWeb(Vector3 targetGroundPos, float delay, float webDuration)
|
||||
{
|
||||
StartCoroutine(SpawnWebRoutine(targetGroundPos, delay, webDuration));
|
||||
}
|
||||
|
||||
private System.Collections.IEnumerator SpawnWebRoutine(Vector3 pos, float delay, float duration)
|
||||
{
|
||||
// 1. 生成する座標をアクティブリストに登録(この場所への他の割り込みを禁止する)
|
||||
ActiveWebPositions.Add(pos);
|
||||
|
||||
// 2. 地面に予兆マークを生成
|
||||
GameObject marker = null;
|
||||
if (warningMarkerPrefab != null)
|
||||
{
|
||||
marker = Instantiate(warningMarkerPrefab, pos + new Vector3(0, 0.5f, 0), Quaternion.identity);
|
||||
}
|
||||
|
||||
yield return new WaitForSeconds(delay);
|
||||
if (marker != null) Destroy(marker);
|
||||
|
||||
// 3. 本物の糸オブジェクトを生成(X軸90度回転)
|
||||
if (webPrefab != null)
|
||||
{
|
||||
Quaternion webRotation = Quaternion.Euler(270f, 0f, 0f);
|
||||
GameObject web = Instantiate(webPrefab, pos + new Vector3(0, 0.5f, 0), webRotation);
|
||||
|
||||
// ★持続時間(duration)が終わるまで待機してからDestroyする形に変更
|
||||
yield return new WaitForSeconds(duration);
|
||||
if (web != null) Destroy(web);
|
||||
}
|
||||
else
|
||||
{
|
||||
yield return new WaitForSeconds(duration);
|
||||
}
|
||||
|
||||
// 4. 糸が消滅したので、リストから座標を削除してスペースを解放する
|
||||
ActiveWebPositions.Remove(pos);
|
||||
}
|
||||
|
||||
public void ResetAllAnimationTriggers()
|
||||
{
|
||||
@@ -191,11 +206,46 @@ public class BossController : MonoBehaviour, IDamageable, IPauseable
|
||||
Anim.ResetTrigger("StunStart");
|
||||
}
|
||||
|
||||
[ContextMenu("🛠️ デバッグ:強制必殺技")]
|
||||
#region デバッグ用機能
|
||||
/// <summary>
|
||||
/// Unityインスペクターの右上メニューから実行できるデバッグ用コマンドです
|
||||
/// </summary>
|
||||
[ContextMenu("🛠️ デバッグ:強制必殺技(天井ジャンプ)")]
|
||||
public void DebugTriggerUltimate()
|
||||
{
|
||||
if (!Application.isPlaying) return;
|
||||
if (!Application.isPlaying)
|
||||
{
|
||||
Debug.LogWarning("⚠️ ゲームが再生中(Playモード)の時のみ実行可能です。");
|
||||
return;
|
||||
}
|
||||
|
||||
Debug.Log("🛠️ 【デバッグ操作】必殺技の予約券を発行し、強制的に天井ジャンプステートへ遷移します。");
|
||||
|
||||
// 必殺技の発動権をONにし、現在の行動をキャンセルして天井ジャンプへ移行
|
||||
PendingUltimate = true;
|
||||
ChangeState<SpiderJumpToCeilingState>();
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
|
||||
/// 共通データ(boss参照)を自動保持し、各子ステートの無駄なコードを極限まで削ります。
|
||||
public abstract class SpiderStateBase : ISpiderState
|
||||
{
|
||||
protected readonly BossController boss;
|
||||
|
||||
protected SpiderStateBase(BossController owner)
|
||||
{
|
||||
boss = owner;
|
||||
}
|
||||
|
||||
public virtual void EnterState() { }
|
||||
public abstract void UpdateState();
|
||||
public virtual void ExitState() { }
|
||||
}
|
||||
|
||||
public interface ISpiderState
|
||||
{
|
||||
void EnterState();
|
||||
void UpdateState();
|
||||
void ExitState();
|
||||
}
|
||||
@@ -1,81 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class BossWebSpawner : MonoBehaviour, IPauseable
|
||||
{
|
||||
[SerializeField] private GameObject warningMarkerPrefab;
|
||||
[SerializeField] private GameObject webPrefab;
|
||||
[field: SerializeField] public float WebAvoidanceRadius { get; private set; } = 2.5f;
|
||||
|
||||
public List<Vector3> ActiveWebPositions { get; private set; } = new List<Vector3>();
|
||||
private bool isPaused;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
if (WorldPauseManager.Instance != null)
|
||||
{
|
||||
WorldPauseManager.Instance.Register(this);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
if (WorldPauseManager.Instance != null)
|
||||
{
|
||||
WorldPauseManager.Instance.Unregister(this);
|
||||
}
|
||||
}
|
||||
|
||||
public void Pause() => isPaused = true;
|
||||
public void Resume() => isPaused = false;
|
||||
|
||||
private IEnumerator WaitForUnpausedSeconds(float duration)
|
||||
{
|
||||
float timer = 0f;
|
||||
while (timer < duration)
|
||||
{
|
||||
if (!isPaused)
|
||||
{
|
||||
timer += Time.deltaTime;
|
||||
}
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
|
||||
public void SpawnWarningAndWeb(Vector3 targetGroundPos, float delay, float webDuration)
|
||||
{
|
||||
StartCoroutine(SpawnWebRoutine(targetGroundPos, delay, webDuration));
|
||||
}
|
||||
|
||||
private IEnumerator SpawnWebRoutine(Vector3 pos, float delay, float duration)
|
||||
{
|
||||
ActiveWebPositions.Add(pos);
|
||||
|
||||
GameObject marker = null;
|
||||
if (warningMarkerPrefab != null)
|
||||
{
|
||||
marker = Instantiate(warningMarkerPrefab, pos + new Vector3(0, 0.5f, 0), Quaternion.identity);
|
||||
}
|
||||
|
||||
yield return WaitForUnpausedSeconds(delay);
|
||||
|
||||
if (marker != null) Destroy(marker);
|
||||
|
||||
if (webPrefab != null)
|
||||
{
|
||||
Quaternion webRotation = Quaternion.Euler(270f, 0f, 0f);
|
||||
GameObject web = Instantiate(webPrefab, pos + new Vector3(0, 0.5f, 0), webRotation);
|
||||
|
||||
yield return WaitForUnpausedSeconds(duration);
|
||||
|
||||
if (web != null) Destroy(web);
|
||||
}
|
||||
else
|
||||
{
|
||||
yield return WaitForUnpausedSeconds(duration);
|
||||
}
|
||||
|
||||
ActiveWebPositions.Remove(pos);
|
||||
}
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: aef8ddafc1c1d9e448ca7631fa034d60
|
||||
@@ -1,57 +0,0 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
public enum BuffType
|
||||
{
|
||||
None,
|
||||
AttackUp,
|
||||
DefenseUp,
|
||||
Heal
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public class BuffHandler
|
||||
{
|
||||
[SerializeField] private float buffDuration = 10f;
|
||||
[SerializeField] private float attackBuffMultiplier = 1.5f;
|
||||
[SerializeField] private float defenseBuffMultiplier = 0.5f;
|
||||
[SerializeField] private float hpHealAmount = 30f;
|
||||
|
||||
private float attackBuffTimer;
|
||||
private float defenseBuffTimer;
|
||||
|
||||
public bool IsAttackBuffActive => attackBuffTimer > 0f;
|
||||
public bool IsDefenseBuffActive => defenseBuffTimer > 0f;
|
||||
public float CurrentAttackMultiplier => IsAttackBuffActive ? attackBuffMultiplier : 1.0f;
|
||||
public float CurrentDefenseMultiplier => IsDefenseBuffActive ? defenseBuffMultiplier : 1.0f;
|
||||
|
||||
public void UpdateTimers(float deltaTime)
|
||||
{
|
||||
if (attackBuffTimer > 0f) attackBuffTimer -= deltaTime;
|
||||
if (defenseBuffTimer > 0f) defenseBuffTimer -= deltaTime;
|
||||
}
|
||||
|
||||
public void ActivateBuff(BuffType type)
|
||||
{
|
||||
switch (type)
|
||||
{
|
||||
case BuffType.AttackUp:
|
||||
attackBuffTimer = buffDuration;
|
||||
break;
|
||||
case BuffType.DefenseUp:
|
||||
defenseBuffTimer = buffDuration;
|
||||
break;
|
||||
case BuffType.Heal:
|
||||
ExecuteHeal();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private void ExecuteHeal()
|
||||
{
|
||||
if (PlayerStatusManager.Instance != null)
|
||||
{
|
||||
PlayerStatusManager.Instance.Heal(hpHealAmount);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3db55a74838ece4418651e3d28d097cf
|
||||
108
Assets/_Scripts/CodingModeManager.cs
Normal file
@@ -0,0 +1,108 @@
|
||||
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 (移動・旋回を一時ロック)" : "OFF (移動解禁)")}");
|
||||
}
|
||||
}
|
||||
2
Assets/_Scripts/CodingModeManager.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 945a90d6fc5ecb048849ec7b83634441
|
||||
@@ -1,28 +1,38 @@
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
using UnityEngine.UI;
|
||||
using UnityEngine.XR;
|
||||
using System.Collections;
|
||||
|
||||
public class ElevatorSceneTransition : MonoBehaviour
|
||||
{
|
||||
[Header("シーン設定")]
|
||||
[Header("遷移先の設定")]
|
||||
[SerializeField] private string bossSceneName = "BossStage";
|
||||
[SerializeField] private string playerTag = "Player";
|
||||
|
||||
[Header("UI設定")]
|
||||
[Header("ローディングUI設定")]
|
||||
[SerializeField] private GameObject loadingCanvas;
|
||||
[SerializeField] private Text progressText;
|
||||
[SerializeField] private Slider progressSlider;
|
||||
|
||||
[Header("演出設定")]
|
||||
[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)をまとめているオブジェクトを指定してください(※プレイヤーは外しておきます)")]
|
||||
[SerializeField] private Transform elevatorCageTransform;
|
||||
|
||||
[Tooltip("ガタガタ揺れる激しさ(0.01~0.03あたりが自然です)")]
|
||||
[SerializeField] private float shakeMagnitude = 0.015f;
|
||||
[SerializeField] private float hapticAmplitude = 0.15f;
|
||||
[SerializeField] private Transform playerTransform;
|
||||
|
||||
private bool isLoadingStarted;
|
||||
private Vector3 originalCagePosition;
|
||||
[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;
|
||||
|
||||
// ─── ★新設:親子関係にしないためのプレイヤー登録枠 ───
|
||||
[Header("プレイヤーの同期設定")]
|
||||
[Tooltip("XR Origin(またはXR Rig)のTransformを直接ドラッグ&ドロップしてください")]
|
||||
[SerializeField] private Transform playerTransform;
|
||||
// ─────────────────────────────────────────────────────
|
||||
|
||||
private bool isLoadingStarted = false;
|
||||
private Vector3 originalCagePosition;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
@@ -30,6 +40,7 @@ public class ElevatorSceneTransition : MonoBehaviour
|
||||
|
||||
if (elevatorCageTransform != null)
|
||||
{
|
||||
// ワールド空間での初期位置を記憶(localPositionからpositionに変更し、より確実に)
|
||||
originalCagePosition = elevatorCageTransform.position;
|
||||
}
|
||||
}
|
||||
@@ -41,12 +52,14 @@ public class ElevatorSceneTransition : MonoBehaviour
|
||||
if (other.CompareTag(playerTag))
|
||||
{
|
||||
isLoadingStarted = true;
|
||||
|
||||
|
||||
// ★安全対策:接触したプレイヤーのTransformを自動でキャッシュする
|
||||
if (playerTransform == null)
|
||||
{
|
||||
playerTransform = other.transform;
|
||||
}
|
||||
|
||||
Debug.Log("🛗 プレイヤー乗車:親子関係なしのデルタ同期で下降演出を開始します。");
|
||||
StartCoroutine(LoadSceneAsyncRoutine());
|
||||
}
|
||||
}
|
||||
@@ -66,24 +79,31 @@ public class ElevatorSceneTransition : MonoBehaviour
|
||||
if (progressText != null) progressText.text = $"LOADING: {(currentProgress * 100f):F0}%";
|
||||
if (progressSlider != null) progressSlider.value = currentProgress;
|
||||
|
||||
// ─── ★【超重要】親子関係なしでプレイヤーを完全同期させるロジック ───
|
||||
|
||||
// 1. 動かす前の、このフレームにおけるエレベーターの現在位置を記録
|
||||
Vector3 previousCagePosition = elevatorCageTransform.position;
|
||||
|
||||
// 2. エレベーターの部屋だけをランダムにガタガタ動かす
|
||||
if (elevatorCageTransform != null)
|
||||
{
|
||||
Vector3 randomOffset = Random.insideUnitSphere * shakeMagnitude;
|
||||
randomOffset.y = 0;
|
||||
randomOffset.y = 0; // 横揺れのみ
|
||||
elevatorCageTransform.position = originalCagePosition + randomOffset;
|
||||
}
|
||||
|
||||
// 3. 「この1フレームでエレベーターが実際に動いた移動差分(デルタ)」を計算
|
||||
Vector3 cageDelta = elevatorCageTransform.position - previousCagePosition;
|
||||
|
||||
// 4. その移動差分を、プレイヤーの座標にもそのまま上乗せして足し算する
|
||||
if (playerTransform != null && cageDelta != Vector3.zero)
|
||||
{
|
||||
playerTransform.position += cageDelta;
|
||||
}
|
||||
// ───────────────────────────────────────────────────────────────────
|
||||
|
||||
hapticTimer += Time.deltaTime;
|
||||
if (hapticTimer >= 0.1f)
|
||||
if (hapticTimer >= 0.1f)
|
||||
{
|
||||
TriggerBothHandHaptics(hapticAmplitude, 0.08f);
|
||||
hapticTimer = 0f;
|
||||
@@ -92,8 +112,10 @@ public class ElevatorSceneTransition : MonoBehaviour
|
||||
yield return null;
|
||||
}
|
||||
|
||||
// 到着後、エレベーターの位置を元の位置に綺麗に戻す
|
||||
if (elevatorCageTransform != null)
|
||||
{
|
||||
// 最後の移動差分を計算してプレイヤーを戻す
|
||||
Vector3 previousCagePosition = elevatorCageTransform.position;
|
||||
elevatorCageTransform.position = originalCagePosition;
|
||||
Vector3 cageDelta = elevatorCageTransform.position - previousCagePosition;
|
||||
@@ -105,6 +127,7 @@ public class ElevatorSceneTransition : MonoBehaviour
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
|
||||
@@ -1,12 +1,20 @@
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
using UnityEngine.AI;
|
||||
using System.Collections;
|
||||
using System;
|
||||
|
||||
[RequireComponent(typeof(NavMeshAgent))]
|
||||
[RequireComponent(typeof(Animator))]
|
||||
public class EnemyAI : MonoBehaviour, IPauseable
|
||||
public class EnemyAI : MonoBehaviour
|
||||
{
|
||||
public enum AIState { Wander, Chase, Attack, Stun }
|
||||
/// 敵AIの状態を表すステート
|
||||
public enum AIState
|
||||
{
|
||||
Wander, // 徘徊
|
||||
Chase, // 追跡
|
||||
Attack, // 攻撃
|
||||
Stun // 怯み
|
||||
}
|
||||
|
||||
[Header("現在の状態")]
|
||||
[SerializeField] private AIState currentState = AIState.Wander;
|
||||
@@ -17,13 +25,21 @@ public class EnemyAI : MonoBehaviour, IPauseable
|
||||
[SerializeField] private string playerTag = "Player";
|
||||
|
||||
[Header("攻撃設定")]
|
||||
[Tooltip("この距離に近づいたら攻撃 (メートル)")]
|
||||
[SerializeField] private float attackRange = 1.5f;
|
||||
[Tooltip("パンチの攻撃力")]
|
||||
[SerializeField] private float attackDamage = 10f;
|
||||
[Tooltip("一度攻撃が終了してから、次の攻撃を開始するまでの待ち時間 (秒)")]
|
||||
[SerializeField] private float attackCooldown = 2.0f;
|
||||
[Tooltip("攻撃の予兆時間 (秒)")]
|
||||
[SerializeField] private float telegraphDuration = 0.6f;
|
||||
[SerializeField] private Collider rightHandCollider;
|
||||
|
||||
[Header("ループ攻撃の調整")]
|
||||
[Tooltip("連続攻撃の間に挟む最低限のインターバル (秒)")]
|
||||
[SerializeField] private float comboInterval = 0.2f;
|
||||
|
||||
[Header("徘徊設定")]
|
||||
[Header("徘徊(Wander)設定")]
|
||||
[SerializeField] private float wanderRadius = 8f;
|
||||
[SerializeField] private float minWaitTime = 2f;
|
||||
[SerializeField] private float maxWaitTime = 4f;
|
||||
@@ -33,220 +49,223 @@ public class EnemyAI : MonoBehaviour, IPauseable
|
||||
private Animator anim;
|
||||
private Transform playerTransform;
|
||||
|
||||
private bool isCooldown;
|
||||
private bool isAttacking;
|
||||
private bool isWandering;
|
||||
private bool isKnockbacking;
|
||||
private bool isDead;
|
||||
private bool isPaused;
|
||||
|
||||
private static readonly int SpeedHash = Animator.StringToHash("Speed");
|
||||
private static readonly int StunHash = Animator.StringToHash("Stun");
|
||||
private static readonly int HitHash = Animator.StringToHash("Hit");
|
||||
private static readonly int TelegraphHash = Animator.StringToHash("Telegraph");
|
||||
private static readonly int AttackHash = Animator.StringToHash("Attack");
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
agent = GetComponent<NavMeshAgent>();
|
||||
anim = GetComponent<Animator>();
|
||||
}
|
||||
private bool isCooldown = false;
|
||||
private bool isAttacking = false;
|
||||
private bool isWandering = false;
|
||||
private bool isKnockbacking = false;
|
||||
private bool isDead = false;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
agent = GetComponent<NavMeshAgent>();
|
||||
anim = GetComponent<Animator>();
|
||||
|
||||
SetFistCollider(false);
|
||||
if (WorldPauseManager.Instance != null)
|
||||
{
|
||||
WorldPauseManager.Instance.Register(this);
|
||||
}
|
||||
|
||||
// AIのメインループコルーチンを開始
|
||||
StartCoroutine(AILoop());
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
if (WorldPauseManager.Instance != null)
|
||||
{
|
||||
WorldPauseManager.Instance.Unregister(this);
|
||||
}
|
||||
}
|
||||
|
||||
public void Pause()
|
||||
{
|
||||
isPaused = true;
|
||||
if (anim != null) anim.speed = 0f;
|
||||
if (agent != null && agent.enabled && agent.isOnNavMesh)
|
||||
{
|
||||
agent.isStopped = true;
|
||||
}
|
||||
}
|
||||
|
||||
public void Resume()
|
||||
{
|
||||
isPaused = false;
|
||||
if (anim != null) anim.speed = 1f;
|
||||
if (agent != null && agent.enabled && agent.isOnNavMesh && !isDead && !isKnockbacking && currentState != AIState.Stun)
|
||||
{
|
||||
agent.isStopped = false;
|
||||
}
|
||||
}
|
||||
|
||||
private IEnumerator WaitForUnpausedSeconds(float duration)
|
||||
{
|
||||
float timer = 0f;
|
||||
while (timer < duration)
|
||||
{
|
||||
if (!isPaused)
|
||||
{
|
||||
timer += Time.deltaTime;
|
||||
}
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (isDead || isPaused) return;
|
||||
if(isDead) return;
|
||||
|
||||
// 毎フレームのアニメーションパラメータ更新処理
|
||||
UpdateAnimation();
|
||||
|
||||
// 攻撃ステートにおけるプレイヤーへの方向転換処理
|
||||
UpdateRotationOnAttack();
|
||||
}
|
||||
|
||||
#region AI メインループ (思考ロジック)
|
||||
private IEnumerator AILoop()
|
||||
{
|
||||
while (!isDead)
|
||||
while (true)
|
||||
{
|
||||
if (isPaused)
|
||||
if(isDead) yield break;
|
||||
|
||||
// プレイヤーが未検出の場合はタグから検索
|
||||
if (playerTransform == null)
|
||||
{
|
||||
yield return null;
|
||||
continue;
|
||||
FindPlayer();
|
||||
}
|
||||
|
||||
if (playerTransform == null) FindPlayer();
|
||||
|
||||
// 攻撃、のけぞりアニメーションの再生中でない場合のみ、ステートに応じた行動を実行
|
||||
if (!isAttacking && !isKnockbacking && currentState != AIState.Stun)
|
||||
{
|
||||
switch (currentState)
|
||||
{
|
||||
case AIState.Wander: WanderBehavior(); break;
|
||||
case AIState.Chase: ChaseBehavior(); break;
|
||||
case AIState.Attack: AttackBehavior(); break;
|
||||
case AIState.Wander:
|
||||
WanderBehavior();
|
||||
break;
|
||||
case AIState.Chase:
|
||||
ChaseBehavior();
|
||||
break;
|
||||
case AIState.Attack:
|
||||
AttackBehavior();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
yield return WaitForUnpausedSeconds(0.2f);
|
||||
// 毎フレーム実行を避け、0.2秒待機することでCPU負荷を軽減
|
||||
yield return new WaitForSeconds(0.2f);
|
||||
}
|
||||
}
|
||||
|
||||
private void FindPlayer()
|
||||
{
|
||||
GameObject playerObj = GameObject.FindGameObjectWithTag(playerTag);
|
||||
if (playerObj != null) playerTransform = playerObj.transform;
|
||||
if (playerObj != null)
|
||||
{
|
||||
playerTransform = playerObj.transform;
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region 各ステートの固有行動
|
||||
/// 【徘徊状態】の思考ロジック
|
||||
private void WanderBehavior()
|
||||
{
|
||||
if (playerTransform != null)
|
||||
{
|
||||
// プレイヤーとの距離を測定し、索敵範囲内なら追跡ステートへ遷移
|
||||
float distanceToPlayer = Vector3.Distance(transform.position, playerTransform.position);
|
||||
if (distanceToPlayer <= detectionRange)
|
||||
{
|
||||
currentState = AIState.Chase;
|
||||
isWandering = false;
|
||||
agent.ResetPath();
|
||||
Debug.Log($"👁️ {gameObject.name}: プレイヤーを発見! 追跡します。");
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (!isWandering)
|
||||
// すでに徘徊移動中でなければ、新しい目的地への移動コルーチンを開始
|
||||
if (!isWandering)
|
||||
{
|
||||
StartCoroutine(WanderMoveRoutine());
|
||||
}
|
||||
}
|
||||
|
||||
/// 【追跡状態】の思考ロジック
|
||||
private void ChaseBehavior()
|
||||
{
|
||||
if (playerTransform == null) { currentState = AIState.Wander; return; }
|
||||
if (playerTransform == null)
|
||||
{
|
||||
currentState = AIState.Wander;
|
||||
return;
|
||||
}
|
||||
|
||||
float distanceToPlayer = Vector3.Distance(transform.position, playerTransform.position);
|
||||
|
||||
// 攻撃射程内に入ったら攻撃ステートへ遷移し、その場に停止
|
||||
if (distanceToPlayer <= attackRange)
|
||||
{
|
||||
currentState = AIState.Attack;
|
||||
agent.ResetPath();
|
||||
agent.ResetPath();
|
||||
return;
|
||||
}
|
||||
|
||||
// プレイヤーが見失う範囲を超えたら徘徊ステートにリセット
|
||||
if (distanceToPlayer > loseRange)
|
||||
{
|
||||
currentState = AIState.Wander;
|
||||
agent.ResetPath();
|
||||
Debug.Log($"❓ {gameObject.name}: プレイヤーを見失った。");
|
||||
return;
|
||||
}
|
||||
|
||||
if (!isKnockbacking)
|
||||
// のけぞり中でない場合、追跡の目的地を更新する
|
||||
if(!isKnockbacking)
|
||||
{
|
||||
agent.SetDestination(playerTransform.position);
|
||||
}
|
||||
}
|
||||
|
||||
/// 【攻撃状態】の思考ロジック
|
||||
private void AttackBehavior()
|
||||
{
|
||||
if (playerTransform == null) { currentState = AIState.Wander; return; }
|
||||
if (playerTransform == null)
|
||||
{
|
||||
currentState = AIState.Wander;
|
||||
return;
|
||||
}
|
||||
|
||||
float distanceToPlayer = Vector3.Distance(transform.position, playerTransform.position);
|
||||
|
||||
// 攻撃射程から外れていたら、再び追跡ステートに戻る
|
||||
if (distanceToPlayer > attackRange)
|
||||
{
|
||||
currentState = AIState.Chase;
|
||||
return;
|
||||
}
|
||||
|
||||
// クールダウン中でなければ攻撃コルーチンを実行(クールダウン中の場合は、Update内の処理によりプレイヤーの方向を向きながら待機します)
|
||||
if (!isCooldown)
|
||||
{
|
||||
StartCoroutine(PerformPunchAttack());
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region アニメーション・回転の制御メソッド
|
||||
/// エージェントの移動状態に応じてAnimatorのSpeedパラメータを更新する
|
||||
private void UpdateAnimation()
|
||||
{
|
||||
float targetSpeed = 0f;
|
||||
|
||||
// 攻撃中でなく、経路が存在し、かつ実際に一定以上の速度で移動している場合のみSpeedを1にする
|
||||
if (!isAttacking && !isKnockbacking && currentState != AIState.Stun && agent.hasPath && agent.velocity.magnitude > 0.1f)
|
||||
{
|
||||
targetSpeed = 1f;
|
||||
}
|
||||
anim.SetFloat(SpeedHash, targetSpeed, 0.1f, Time.deltaTime);
|
||||
|
||||
// パラメータをなめらかに変化させて渡す
|
||||
anim.SetFloat("Speed", targetSpeed, 0.1f, Time.deltaTime);
|
||||
}
|
||||
|
||||
/// 攻撃ステートの際、プレイヤーの方向へ滑らかに旋回させる
|
||||
private void UpdateRotationOnAttack()
|
||||
{
|
||||
if (currentState == AIState.Attack && playerTransform != null && !isKnockbacking && currentState != AIState.Stun)
|
||||
{
|
||||
Vector3 direction = (playerTransform.position - transform.position).normalized;
|
||||
direction.y = 0;
|
||||
direction.y = 0; // 上下方向の傾き(ピッチ回転)を無視
|
||||
|
||||
if (direction != Vector3.zero)
|
||||
{
|
||||
// Y軸の回転のみを滑らかに補間して適用
|
||||
transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(direction), Time.deltaTime * 10f);
|
||||
}
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
|
||||
// ダメージを受けた際に、EnemyhHealthから呼び出されるのけぞり開始メソッド
|
||||
public void TriggerKnockback(float duration)
|
||||
{
|
||||
if (isDead || currentState == AIState.Stun) return;
|
||||
if(isDead) return;
|
||||
|
||||
if(currentState == AIState.Stun) return;
|
||||
|
||||
SetFistCollider(false);
|
||||
StopAllCoroutines();
|
||||
isAttacking = false;
|
||||
isWandering = false;
|
||||
|
||||
if (agent.isOnNavMesh) agent.isStopped = false;
|
||||
if(agent.isOnNavMesh)
|
||||
{
|
||||
agent.isStopped = false;
|
||||
}
|
||||
|
||||
StartCoroutine(KnockbackRoutine(duration));
|
||||
}
|
||||
|
||||
public void TriggerParryStun(float duration)
|
||||
{
|
||||
if (isDead) return;
|
||||
if(isDead) return;
|
||||
|
||||
Debug.Log($"{gameObject.name}: parry = true Stunnow");
|
||||
|
||||
SetFistCollider(false);
|
||||
StopAllCoroutines();
|
||||
@@ -261,7 +280,7 @@ public class EnemyAI : MonoBehaviour, IPauseable
|
||||
{
|
||||
isDead = true;
|
||||
StopAllCoroutines();
|
||||
if (agent != null && agent.isOnNavMesh)
|
||||
if(agent != null && agent.isOnNavMesh)
|
||||
{
|
||||
agent.isStopped = true;
|
||||
agent.ResetPath();
|
||||
@@ -272,19 +291,24 @@ public class EnemyAI : MonoBehaviour, IPauseable
|
||||
{
|
||||
currentState = AIState.Stun;
|
||||
|
||||
if (agent.isOnNavMesh)
|
||||
if(agent.isOnNavMesh)
|
||||
{
|
||||
agent.isStopped = true;
|
||||
agent.ResetPath();
|
||||
}
|
||||
|
||||
anim.SetTrigger(StunHash);
|
||||
yield return WaitForUnpausedSeconds(duration);
|
||||
anim.SetTrigger("Stun");
|
||||
|
||||
if (agent.isOnNavMesh) agent.isStopped = false;
|
||||
yield return new WaitForSeconds(duration);
|
||||
|
||||
if(agent.isOnNavMesh)
|
||||
{
|
||||
agent.isStopped = false;
|
||||
}
|
||||
|
||||
currentState = AIState.Chase;
|
||||
isCooldown = false;
|
||||
|
||||
StartCoroutine(AILoop());
|
||||
}
|
||||
|
||||
@@ -292,48 +316,65 @@ public class EnemyAI : MonoBehaviour, IPauseable
|
||||
{
|
||||
isKnockbacking = true;
|
||||
|
||||
if (agent.isOnNavMesh)
|
||||
if(agent.isOnNavMesh)
|
||||
{
|
||||
agent.isStopped = true;
|
||||
agent.ResetPath();
|
||||
}
|
||||
|
||||
anim.SetTrigger(HitHash);
|
||||
yield return WaitForUnpausedSeconds(duration);
|
||||
anim.SetTrigger("Hit");
|
||||
|
||||
if (agent.isOnNavMesh) agent.isStopped = false;
|
||||
yield return new WaitForSeconds(duration);
|
||||
|
||||
if(agent.isOnNavMesh)
|
||||
{
|
||||
agent.isStopped = false;
|
||||
}
|
||||
|
||||
isKnockbacking = false;
|
||||
isCooldown = false;
|
||||
|
||||
StartCoroutine(AILoop());
|
||||
}
|
||||
|
||||
#region 攻撃・移動のコルーチン処理
|
||||
/// 徘徊時のランダム移動を制御するコルーチン
|
||||
private IEnumerator WanderMoveRoutine()
|
||||
{
|
||||
isWandering = true;
|
||||
Vector3 newPos = Vector3.zero;
|
||||
bool isPathValid = false;
|
||||
int maxAttempts = 10;
|
||||
|
||||
for (int i = 0; i < 10; i++)
|
||||
// 有効な経路(壁などで分断されていないルート)が見つかるまで試行
|
||||
for (int i = 0; i < maxAttempts; i++)
|
||||
{
|
||||
newPos = GetRandomNavMeshPoint(transform.position, wanderRadius);
|
||||
NavMeshPath path = new NavMeshPath();
|
||||
if (agent.CalculatePath(newPos, path) && path.status == NavMeshPathStatus.PathComplete)
|
||||
|
||||
if (agent.CalculatePath(newPos, path))
|
||||
{
|
||||
isPathValid = true;
|
||||
break;
|
||||
if (path.status == NavMeshPathStatus.PathComplete)
|
||||
{
|
||||
isPathValid = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 有効な目的地が設定できた場合の移動処理
|
||||
if (isPathValid)
|
||||
{
|
||||
agent.SetDestination(newPos);
|
||||
float elapsedTime = 0f;
|
||||
|
||||
// 目的地に到達するか、タイムアウト時間を迎えるまで待機
|
||||
while (agent.remainingDistance > agent.stoppingDistance)
|
||||
{
|
||||
yield return WaitForUnpausedSeconds(0.5f);
|
||||
yield return new WaitForSeconds(0.5f);
|
||||
elapsedTime += 0.5f;
|
||||
|
||||
// スタック対策としてのタイムアウト判定
|
||||
if (elapsedTime >= wanderTimeout)
|
||||
{
|
||||
agent.ResetPath();
|
||||
@@ -342,36 +383,57 @@ public class EnemyAI : MonoBehaviour, IPauseable
|
||||
}
|
||||
}
|
||||
|
||||
yield return WaitForUnpausedSeconds(Random.Range(minWaitTime, maxWaitTime));
|
||||
// 到着または諦めた後、ランダムな時間その場で待機
|
||||
yield return new WaitForSeconds(UnityEngine.Random.Range(minWaitTime, maxWaitTime));
|
||||
isWandering = false;
|
||||
}
|
||||
|
||||
/// 予兆から攻撃アニメーションのトリガーまでを制御するコルーチン
|
||||
private IEnumerator PerformPunchAttack()
|
||||
{
|
||||
isAttacking = true;
|
||||
isCooldown = true;
|
||||
isCooldown = true; // ここで攻撃フラグをロックします
|
||||
|
||||
anim.SetTrigger(TelegraphHash);
|
||||
yield return WaitForUnpausedSeconds(telegraphDuration);
|
||||
anim.SetTrigger("Telegraph");
|
||||
Debug.Log($"⚠️ {gameObject.name}: 攻撃の予兆(溜め)開始");
|
||||
|
||||
if (isKnockbacking || isDead)
|
||||
{
|
||||
isAttacking = false;
|
||||
yield break;
|
||||
}
|
||||
yield return new WaitForSeconds(telegraphDuration);
|
||||
|
||||
anim.SetTrigger(AttackHash);
|
||||
if(isKnockbacking) yield break;
|
||||
|
||||
anim.SetTrigger("Attack");
|
||||
}
|
||||
|
||||
/// 連続攻撃成功時の、クイックなクールダウン解除処理
|
||||
private IEnumerator ResetCooldownQuickly()
|
||||
{
|
||||
yield return new WaitForSeconds(comboInterval);
|
||||
isCooldown = false;
|
||||
}
|
||||
|
||||
/// コンボが途切れた際の、通常の攻撃クールダウン解除処理
|
||||
private IEnumerator ResetCooldown()
|
||||
{
|
||||
// 指定された秒数待機する
|
||||
yield return new WaitForSeconds(attackCooldown);
|
||||
isCooldown = false;
|
||||
Debug.Log($"✅ {gameObject.name}: 攻撃クールダウンが終了しました。再攻撃可能です。");
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region アニメーションイベント(外部からのコールバック)
|
||||
/// 攻撃アニメーションのヒットフレームで実行されるヒット判定(Animation Eventから呼び出し)
|
||||
public void OnPunchHit()
|
||||
{
|
||||
if (isKnockbacking || currentState == AIState.Stun || isPaused) return;
|
||||
if (isKnockbacking || currentState == AIState.Stun) return;
|
||||
|
||||
SetFistCollider(true);
|
||||
}
|
||||
|
||||
/// Recovery(硬直)アニメーションの終了時に実行される処理(Animation Eventから呼び出し)
|
||||
public void OnRecoveryEnd()
|
||||
{
|
||||
if (isKnockbacking || currentState == AIState.Stun) return;
|
||||
if(isKnockbacking || currentState == AIState.Stun) return;
|
||||
|
||||
SetFistCollider(false);
|
||||
isAttacking = false;
|
||||
@@ -385,51 +447,59 @@ public class EnemyAI : MonoBehaviour, IPauseable
|
||||
|
||||
float distanceToPlayer = Vector3.Distance(transform.position, playerTransform.position);
|
||||
|
||||
// ループ判定:まだプレイヤーが射程内にいる場合はクイックな連続攻撃へ移行
|
||||
if (distanceToPlayer <= attackRange)
|
||||
{
|
||||
StartCoroutine(ResetCooldownQuickly());
|
||||
Debug.Log($"🔄 {gameObject.name}: プレイヤーがまだ射程内です。連続攻撃(コンボ)を実行します。");
|
||||
}
|
||||
else
|
||||
{
|
||||
// プレイヤーが離れていた場合はコンボを抜け、追跡状態に戻ると同時に、通常のクールダウン(長めの待機)を開始
|
||||
currentState = AIState.Chase;
|
||||
StartCoroutine(ResetCooldown());
|
||||
Debug.Log($"🏃 {gameObject.name}: プレイヤーが離れたため追跡に戻ります。({attackCooldown}秒の攻撃クールダウンを適用)");
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
|
||||
private IEnumerator ResetCooldownQuickly()
|
||||
{
|
||||
yield return WaitForUnpausedSeconds(comboInterval);
|
||||
isCooldown = false;
|
||||
}
|
||||
|
||||
private IEnumerator ResetCooldown()
|
||||
{
|
||||
yield return WaitForUnpausedSeconds(attackCooldown);
|
||||
isCooldown = false;
|
||||
}
|
||||
|
||||
#region ヘルパー・デバッグ用メソッド
|
||||
/// 指定された中心座標の範囲内から、NavMesh上の有効なランダム座標を取得する
|
||||
|
||||
private void SetFistCollider(bool enabledState)
|
||||
{
|
||||
if (rightHandCollider != null) rightHandCollider.enabled = enabledState;
|
||||
if(rightHandCollider != null)
|
||||
{
|
||||
rightHandCollider.enabled = enabledState;
|
||||
}
|
||||
}
|
||||
|
||||
private Vector3 GetRandomNavMeshPoint(Vector3 center, float radius)
|
||||
{
|
||||
Vector3 randomDirection = Random.insideUnitSphere * radius + center;
|
||||
if (NavMesh.SamplePosition(randomDirection, out NavMeshHit hit, radius, NavMesh.AllAreas))
|
||||
Vector3 randomDirection = UnityEngine.Random.insideUnitSphere * radius;
|
||||
randomDirection += center;
|
||||
NavMeshHit hit;
|
||||
|
||||
if (NavMesh.SamplePosition(randomDirection, out hit, radius, NavMesh.AllAreas))
|
||||
{
|
||||
return hit.position;
|
||||
}
|
||||
return center;
|
||||
}
|
||||
|
||||
/// エディタのSceneビューに索敵・攻撃範囲をギズモとして描画する
|
||||
private void OnDrawGizmosSelected()
|
||||
{
|
||||
// 索敵範囲(赤)
|
||||
Gizmos.color = Color.red;
|
||||
Gizmos.DrawWireSphere(transform.position, detectionRange);
|
||||
|
||||
// 見失う範囲(黄)
|
||||
Gizmos.color = Color.yellow;
|
||||
Gizmos.DrawWireSphere(transform.position, loseRange);
|
||||
|
||||
// 攻撃範囲(青)
|
||||
Gizmos.color = Color.blue;
|
||||
Gizmos.DrawWireSphere(transform.position, attackRange);
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
@@ -1,25 +0,0 @@
|
||||
using UnityEngine;
|
||||
|
||||
[RequireComponent(typeof(Collider))]
|
||||
public class EnemyDamageHitbox : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private float damageAmount = 15f;
|
||||
|
||||
private void OnTriggerEnter(Collider other)
|
||||
{
|
||||
if (other.CompareTag("Player"))
|
||||
{
|
||||
IDamageable player = other.GetComponentInParent<IDamageable>();
|
||||
if (player != null)
|
||||
{
|
||||
DamageInfo info = new DamageInfo
|
||||
{
|
||||
amount = damageAmount,
|
||||
hitPosition = transform.position,
|
||||
punchDirection = transform.forward
|
||||
};
|
||||
player.TakeDamage(info);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cc0e815d758adf14f92abc78ef490f4b
|
||||
@@ -1,82 +1,68 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
public class EnemyHealth : MonoBehaviour, IDamageable
|
||||
public class EnemyHealth : MonoBehaviour, IDamageble
|
||||
{
|
||||
[SerializeField] private float maxHealth = 100f;
|
||||
private float currentHealth;
|
||||
|
||||
[SerializeField] private float knockbackDuration = 0.5f;
|
||||
|
||||
public float CurrentHealth { get; private set; }
|
||||
public float MaxHealth => maxHealth;
|
||||
public bool IsDead { get; private set; }
|
||||
|
||||
public event Action<float, float> OnHealthChanged; // ★追加:HP変更イベント(現在HP, 最大HP)
|
||||
public event Action<float> OnKnockbackRequested;
|
||||
public event Action OnDeath;
|
||||
|
||||
private EnemyAI enemyAI;
|
||||
private Animator anim;
|
||||
private Collider col;
|
||||
|
||||
private static readonly int DeadHash = Animator.StringToHash("Dead");
|
||||
private bool isDead = false;
|
||||
|
||||
private void Awake()
|
||||
void Start()
|
||||
{
|
||||
CurrentHealth = maxHealth;
|
||||
currentHealth = maxHealth; //HPを代入
|
||||
enemyAI = GetComponent<EnemyAI>();
|
||||
anim = GetComponent<Animator>();
|
||||
col = GetComponent<Collider>();
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
OnHealthChanged?.Invoke(CurrentHealth, maxHealth);
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
if (enemyAI != null)
|
||||
{
|
||||
OnKnockbackRequested += enemyAI.TriggerKnockback;
|
||||
OnDeath += enemyAI.DisableAIOnDeath;
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
if (enemyAI != null)
|
||||
{
|
||||
OnKnockbackRequested -= enemyAI.TriggerKnockback;
|
||||
OnDeath -= enemyAI.DisableAIOnDeath;
|
||||
}
|
||||
}
|
||||
|
||||
public void TakeDamage(DamageInfo damageInfo)
|
||||
{
|
||||
if (IsDead) return;
|
||||
if(currentHealth <= 0) return;
|
||||
|
||||
CurrentHealth = Mathf.Max(0f, CurrentHealth - damageInfo.amount);
|
||||
OnHealthChanged?.Invoke(CurrentHealth, maxHealth); // ★HP変更をUIに通知
|
||||
currentHealth -= damageInfo.amount; //ダメージ計算
|
||||
|
||||
if (CurrentHealth <= 0f)
|
||||
if(damageInfo.isPoseBonus)
|
||||
{
|
||||
Debug.Log("構えボーナス");
|
||||
}
|
||||
|
||||
if(currentHealth <= 0)
|
||||
{
|
||||
Die();
|
||||
}
|
||||
else
|
||||
{
|
||||
OnKnockbackRequested?.Invoke(knockbackDuration);
|
||||
if(enemyAI != null)
|
||||
{
|
||||
enemyAI.TriggerKnockback(knockbackDuration);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void Die()
|
||||
{
|
||||
if (IsDead) return;
|
||||
IsDead = true;
|
||||
if(isDead) return;
|
||||
isDead = true;
|
||||
|
||||
if (anim != null) anim.SetTrigger(DeadHash);
|
||||
if (col != null) col.enabled = false;
|
||||
Animator anim = GetComponent<Animator>();
|
||||
if(anim != null)
|
||||
{
|
||||
anim.SetTrigger("Dead");
|
||||
}
|
||||
|
||||
OnDeath?.Invoke();
|
||||
Collider col = GetComponent<Collider>();
|
||||
if(col != null)
|
||||
{
|
||||
col.enabled = false;
|
||||
}
|
||||
|
||||
if(enemyAI != null)
|
||||
{
|
||||
enemyAI.DisableAIOnDeath();
|
||||
}
|
||||
|
||||
Destroy(gameObject, 3.0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,74 +0,0 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class EnemyHealthBar : MonoBehaviour
|
||||
{
|
||||
[Header("UI設定")]
|
||||
[SerializeField] private Slider hpSlider;
|
||||
[SerializeField] private EnemyHealth targetEnemyHealth;
|
||||
|
||||
[Header("追従設定")]
|
||||
[Tooltip("敵の原点から頭上へどれだけ浮かせるか(メートル)")]
|
||||
[SerializeField] private Vector3 offset = new Vector3(0, 2.0f, 0);
|
||||
|
||||
private Transform targetTransform;
|
||||
private Transform mainCameraTransform;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
// ターゲットのEnemyHealthを自動検索
|
||||
if (targetEnemyHealth == null)
|
||||
{
|
||||
targetEnemyHealth = GetComponentInParent<EnemyHealth>();
|
||||
}
|
||||
|
||||
if (targetEnemyHealth != null)
|
||||
{
|
||||
targetTransform = targetEnemyHealth.transform;
|
||||
targetEnemyHealth.OnHealthChanged += UpdateHp;
|
||||
targetEnemyHealth.OnDeath += HandleDeath;
|
||||
|
||||
UpdateHp(targetEnemyHealth.CurrentHealth, targetEnemyHealth.MaxHealth);
|
||||
}
|
||||
|
||||
if (Camera.main != null)
|
||||
{
|
||||
mainCameraTransform = Camera.main.transform;
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
if (targetEnemyHealth != null)
|
||||
{
|
||||
targetEnemyHealth.OnHealthChanged -= UpdateHp;
|
||||
targetEnemyHealth.OnDeath -= HandleDeath;
|
||||
}
|
||||
}
|
||||
|
||||
private void LateUpdate()
|
||||
{
|
||||
if (targetTransform == null || mainCameraTransform == null) return;
|
||||
|
||||
// 1. 敵の頭上に位置を追従
|
||||
transform.position = targetTransform.position + offset;
|
||||
|
||||
// 2. 常にカメラの向きへ正対(ビルボード処理:鏡像反転を防ぐためカメラの向きと平行にする)
|
||||
transform.forward = mainCameraTransform.forward;
|
||||
}
|
||||
|
||||
private void UpdateHp(float current, float max)
|
||||
{
|
||||
if (hpSlider != null)
|
||||
{
|
||||
hpSlider.maxValue = max;
|
||||
hpSlider.value = current;
|
||||
}
|
||||
}
|
||||
|
||||
private void HandleDeath()
|
||||
{
|
||||
// 敵が死んだらバーを即座に非表示
|
||||
gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1443ed714a8be8b47a421694985d521a
|
||||
@@ -1,55 +0,0 @@
|
||||
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;
|
||||
}
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d1dad518e6deb304387fd1c1435a67b2
|
||||
@@ -2,13 +2,12 @@ using UnityEngine;
|
||||
|
||||
public struct DamageInfo
|
||||
{
|
||||
public float amount;
|
||||
public Vector3 hitPosition;
|
||||
public Vector3 punchDirection;
|
||||
public bool isPoseBonus;
|
||||
public float amount; //ダメージ量
|
||||
public Vector3 hitPosition; //殴られた位置
|
||||
public Vector3 punchDirection; //パンチが飛んできた方向(ノックバック用)
|
||||
public bool isPoseBonus; //構えから攻撃かどうか
|
||||
}
|
||||
|
||||
public interface IDamageable
|
||||
public interface IDamageble
|
||||
{
|
||||
void TakeDamage(DamageInfo damageInfo);
|
||||
}
|
||||
@@ -1,5 +0,0 @@
|
||||
public interface IPauseable
|
||||
{
|
||||
void Pause();
|
||||
void Resume();
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4b7c4298a74840743a4bb184041b53f9
|
||||
28
Assets/_Scripts/InputLR.cs
Normal file
@@ -0,0 +1,28 @@
|
||||
using UnityEngine;
|
||||
using Unity.VRTemplate;
|
||||
|
||||
public class InputLR : MonoBehaviour
|
||||
{
|
||||
void Update()
|
||||
{
|
||||
if(InputManagerLR.PrimaryButtonR())
|
||||
{
|
||||
OnPrimaryButtonR();
|
||||
}
|
||||
|
||||
if(InputManagerLR.PrimaryButtonR_OnPress())
|
||||
{
|
||||
OnPressPrimaryButtonR();
|
||||
}
|
||||
}
|
||||
|
||||
void OnPrimaryButtonR()
|
||||
{
|
||||
//邪魔になるためなし
|
||||
}
|
||||
|
||||
void OnPressPrimaryButtonR()
|
||||
{
|
||||
Debug.Log("押した瞬間");
|
||||
}
|
||||
}
|
||||
2
Assets/_Scripts/InputLR.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ae6f0d5ca1f0f42b6a38e38170777c16
|
||||
57
Assets/_Scripts/InputManagerLR.cs
Normal file
@@ -0,0 +1,57 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
|
||||
public class InputManagerLR : MonoBehaviour
|
||||
{
|
||||
static InputManagerLR instance;
|
||||
|
||||
[SerializeField]
|
||||
InputActionAsset ActionAsset;
|
||||
|
||||
InputActionMap ActionMap;
|
||||
InputAction m_PrimaryButtonR;
|
||||
InputAction m_SecondaryButtonR;
|
||||
InputAction m_PrimaryButtonL;
|
||||
InputAction m_SecondaryButtonL;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
instance = this;
|
||||
GameObject.DontDestroyOnLoad(gameObject);
|
||||
ActionMap = ActionAsset.FindActionMap("Test");
|
||||
m_PrimaryButtonR = ActionMap.FindAction("XR_PrimaryButtonR", throwIfNotFound: true);
|
||||
m_PrimaryButtonL = ActionMap.FindAction("XR_PrimaryButtonL", throwIfNotFound: true);
|
||||
m_SecondaryButtonR = ActionMap.FindAction("XR_SecondaryButtonR", throwIfNotFound: true);
|
||||
m_SecondaryButtonL = ActionMap.FindAction("XR_SecondaryButtonL", throwIfNotFound: true);
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
ActionMap?.Enable();
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
ActionMap?.Disable();
|
||||
}
|
||||
|
||||
// Aボタン
|
||||
public static bool PrimaryButtonR() => instance.m_PrimaryButtonR.IsPressed();
|
||||
public static bool PrimaryButtonR_OnPress() => instance.m_PrimaryButtonR.WasPressedThisFrame();
|
||||
public static bool PrimaryButtonR_OnRelease() => instance.m_PrimaryButtonR.WasReleasedThisFrame();
|
||||
|
||||
// Xボタン
|
||||
public static bool PrimaryButtonL() => instance.m_PrimaryButtonL.IsPressed();
|
||||
public static bool PrimaryButtonL_OnPress() => instance.m_PrimaryButtonL.WasPressedThisFrame();
|
||||
public static bool PrimaryButtonL_OnRelease() => instance.m_PrimaryButtonL.WasReleasedThisFrame();
|
||||
|
||||
// Bボタン
|
||||
public static bool SecondaryButtonR() => instance.m_SecondaryButtonR.IsPressed();
|
||||
public static bool SecondaryButtonR_OnPress() => instance.m_SecondaryButtonR.WasPressedThisFrame();
|
||||
public static bool SecondaryButtonR_OnRelease() => instance.m_SecondaryButtonR.WasReleasedThisFrame();
|
||||
|
||||
// Yボタン
|
||||
public static bool SecondaryButtonL() => instance.m_SecondaryButtonL.IsPressed();
|
||||
public static bool SecondaryButtonL_OnPress() => instance.m_SecondaryButtonL.WasPressedThisFrame();
|
||||
public static bool SecondaryButtonL_OnRelease() => instance.m_SecondaryButtonL.WasReleasedThisFrame();
|
||||
}
|
||||
@@ -1,64 +0,0 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class PlayerHUD : MonoBehaviour
|
||||
{
|
||||
[Header("HP表示設定")]
|
||||
[SerializeField] private Slider hpSlider;
|
||||
[SerializeField] private Text hpText;
|
||||
|
||||
[Header("Codingゲージ表示設定")]
|
||||
[SerializeField] private Slider gaugeSlider;
|
||||
[SerializeField] private Text gaugeText;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
if (PlayerStatusManager.Instance != null)
|
||||
{
|
||||
// 初期値の反映
|
||||
UpdateHpUI(PlayerStatusManager.Instance.CurrentHp, PlayerStatusManager.Instance.MaxHp);
|
||||
UpdateGaugeUI(PlayerStatusManager.Instance.CurrentGauge, PlayerStatusManager.Instance.MaxGauge);
|
||||
|
||||
// イベントの購読
|
||||
PlayerStatusManager.Instance.OnHpChanged += UpdateHpUI;
|
||||
PlayerStatusManager.Instance.OnGaugeChanged += UpdateGaugeUI;
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
if (PlayerStatusManager.Instance != null)
|
||||
{
|
||||
PlayerStatusManager.Instance.OnHpChanged -= UpdateHpUI;
|
||||
PlayerStatusManager.Instance.OnGaugeChanged -= UpdateGaugeUI;
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateHpUI(float current, float max)
|
||||
{
|
||||
if (hpSlider != null)
|
||||
{
|
||||
hpSlider.maxValue = max;
|
||||
hpSlider.value = current;
|
||||
}
|
||||
|
||||
if (hpText != null)
|
||||
{
|
||||
hpText.text = $"HP: {Mathf.CeilToInt(current)} / {Mathf.CeilToInt(max)}";
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateGaugeUI(float current, float max)
|
||||
{
|
||||
if (gaugeSlider != null)
|
||||
{
|
||||
gaugeSlider.maxValue = max;
|
||||
gaugeSlider.value = current;
|
||||
}
|
||||
|
||||
if (gaugeText != null)
|
||||
{
|
||||
gaugeText.text = $"GAUGE: {Mathf.FloorToInt(current)}%";
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 00f8d88793224ea4a8c6af33c944a675
|
||||
@@ -1,269 +1,285 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
using UnityEngine.SceneManagement;
|
||||
using UnityEngine.XR;
|
||||
using UnityEngine.AI;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
|
||||
public class PlayerStatusManager : MonoBehaviour, IDamageable
|
||||
/// <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 static PlayerStatusManager Instance { get; private set; }
|
||||
|
||||
[Header("HP・ステータス設定")]
|
||||
[SerializeField] private float maxHp = 100f;
|
||||
[SerializeField] private float currentHp = 100f;
|
||||
[Tooltip("被ダメージ後の無敵時間(秒)")]
|
||||
[SerializeField] private float invincibilityDuration = 0.8f;
|
||||
|
||||
[Header("デバッグ設定")]
|
||||
[SerializeField] private bool ignoreGaugeForDebug = true;
|
||||
|
||||
[Header("入力設定")]
|
||||
[Header("Codingモード用 入力設定")]
|
||||
[SerializeField] private InputActionProperty zlButtonAction;
|
||||
[SerializeField] private InputActionProperty zrButtonAction;
|
||||
[SerializeField] private InputActionProperty moveAction;
|
||||
[SerializeField] private InputActionProperty turnAction;
|
||||
|
||||
[Header("パズル制限時間")]
|
||||
[SerializeField] private float codingLimitDuration = 15f;
|
||||
[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;
|
||||
[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;
|
||||
|
||||
[Header("ゲージ設定")]
|
||||
[SerializeField] private float maxGauge = 100f;
|
||||
[SerializeField] private float currentGauge = 0f;
|
||||
|
||||
[Header("UI & エフェクト")]
|
||||
[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 successEffectPrefab;
|
||||
[SerializeField] private Transform effectSpawnPoint;
|
||||
|
||||
[Header("バフ機能")]
|
||||
[SerializeField] private BuffHandler buffHandler = new BuffHandler();
|
||||
[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;
|
||||
|
||||
private float codingTimer;
|
||||
private bool isInvincible;
|
||||
// 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;
|
||||
|
||||
public bool IsCodingMode { get; private set; }
|
||||
public bool IsDead { get; private set; }
|
||||
public float CurrentHp => currentHp;
|
||||
public float MaxHp => maxHp;
|
||||
public float CurrentGauge => currentGauge;
|
||||
public float MaxGauge => maxGauge;
|
||||
public BuffHandler Buffs => buffHandler;
|
||||
// 現在Codingモード(時間停止中)かどうかのフラグ
|
||||
private bool isCodingMode = false;
|
||||
|
||||
public event Action<float, float> OnHpChanged;
|
||||
public event Action<float, float> OnGaugeChanged;
|
||||
public event Action OnDeath;
|
||||
// 【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
|
||||
private List<Animator> pausedAnimators = new List<Animator>();
|
||||
private List<NavMeshAgent> pausedAgents = new List<NavMeshAgent>();
|
||||
|
||||
#region プロパティ
|
||||
public bool IsAttackBuffActive => attackBuffTimer > 0f;
|
||||
public bool IsDefenseBuffActive => defenseBuffTimer > 0f;
|
||||
public float CurrentAttackMultiplier => IsAttackBuffActive ? attackBuffMultiplier : 1.0f;
|
||||
public float CurrentDefenseMultiplier => IsDefenseBuffActive ? defenseBuffMultiplier : 1.0f;
|
||||
#endregion
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
if (Instance == null) Instance = this;
|
||||
else Destroy(gameObject);
|
||||
|
||||
currentHp = maxHp;
|
||||
if (Instance == null) { Instance = this; }
|
||||
else { Destroy(gameObject); }
|
||||
}
|
||||
|
||||
private void OnEnable() => SetActionsEnabled(true);
|
||||
private void OnDisable() => SetActionsEnabled(false);
|
||||
|
||||
private void SetActionsEnabled(bool enable)
|
||||
private void OnEnable()
|
||||
{
|
||||
SetActionState(zlButtonAction, enable);
|
||||
SetActionState(zrButtonAction, enable);
|
||||
SetActionState(moveAction, enable);
|
||||
SetActionState(turnAction, enable);
|
||||
if (zlButtonAction.action != null) zlButtonAction.action.Enable();
|
||||
if (zrButtonAction.action != null) zrButtonAction.action.Enable();
|
||||
if (moveAction.action != null) moveAction.action.Enable();
|
||||
if (turnAction.action != null) turnAction.action.Enable();
|
||||
}
|
||||
|
||||
private void SetActionState(InputActionProperty property, bool enable)
|
||||
private void OnDisable()
|
||||
{
|
||||
if (property.action == null) return;
|
||||
if (enable) property.action.Enable();
|
||||
else property.action.Disable();
|
||||
if (zlButtonAction.action != null) zlButtonAction.action.Disable();
|
||||
if (zrButtonAction.action != null) zrButtonAction.action.Disable();
|
||||
if (moveAction.action != null) moveAction.action.Disable();
|
||||
if (turnAction.action != null) turnAction.action.Disable();
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
if (codingModeUI != null) codingModeUI.SetActive(false);
|
||||
OnHpChanged?.Invoke(currentHp, maxHp);
|
||||
OnGaugeChanged?.Invoke(currentGauge, maxGauge);
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (IsDead) return;
|
||||
|
||||
CheckComboInput();
|
||||
|
||||
if (!IsCodingMode)
|
||||
// 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)
|
||||
{
|
||||
buffHandler.UpdateTimers(Time.deltaTime);
|
||||
}
|
||||
else
|
||||
{
|
||||
codingTimer -= Time.deltaTime;
|
||||
if (codingTimer <= 0f)
|
||||
{
|
||||
FailCodingModeByTimeout();
|
||||
}
|
||||
UpdateBuffTimers();
|
||||
}
|
||||
}
|
||||
|
||||
public void AddGauge(float amount)
|
||||
{
|
||||
if (IsCodingMode || IsDead) return;
|
||||
currentGauge = Mathf.Clamp(currentGauge + amount, 0f, maxGauge);
|
||||
OnGaugeChanged?.Invoke(currentGauge, maxGauge);
|
||||
}
|
||||
|
||||
public void TakeDamage(DamageInfo damageInfo)
|
||||
{
|
||||
if (IsDead || isInvincible || IsCodingMode) return;
|
||||
|
||||
// 防御バフ適用(倍率を掛けて被ダメージを軽減)
|
||||
float finalDamage = damageInfo.amount * buffHandler.CurrentDefenseMultiplier;
|
||||
currentHp = Mathf.Max(0f, currentHp - finalDamage);
|
||||
|
||||
OnHpChanged?.Invoke(currentHp, maxHp);
|
||||
Debug.Log($"💥 プレイヤー被ダメージ: {finalDamage:F1} (残HP: {currentHp:F1} / {maxHp})");
|
||||
|
||||
// コントローラーへの被弾振動フィードバック
|
||||
TriggerDamageHaptics(0.6f, 0.15f);
|
||||
|
||||
if (currentHp <= 0f)
|
||||
{
|
||||
Die();
|
||||
}
|
||||
else
|
||||
{
|
||||
StartCoroutine(InvincibilityRoutine());
|
||||
}
|
||||
}
|
||||
|
||||
public void Heal(float amount)
|
||||
{
|
||||
if (IsDead) return;
|
||||
currentHp = Mathf.Min(maxHp, currentHp + amount);
|
||||
OnHpChanged?.Invoke(currentHp, maxHp);
|
||||
Debug.Log($"💚 HP回復: +{amount} (現在HP: {currentHp} / {maxHp})");
|
||||
}
|
||||
|
||||
private IEnumerator InvincibilityRoutine()
|
||||
{
|
||||
isInvincible = true;
|
||||
yield return new WaitForSeconds(invincibilityDuration);
|
||||
isInvincible = false;
|
||||
}
|
||||
|
||||
private void Die()
|
||||
{
|
||||
if (IsDead) return;
|
||||
IsDead = true;
|
||||
|
||||
Debug.LogError("☠️ プレイヤー死亡:GAME OVER");
|
||||
OnDeath?.Invoke();
|
||||
|
||||
SetActionsEnabled(false);
|
||||
if (WorldPauseManager.Instance != null)
|
||||
{
|
||||
WorldPauseManager.Instance.PauseWorld();
|
||||
}
|
||||
|
||||
// 死亡後、2秒待って現在のシーンをリロード(再開)
|
||||
StartCoroutine(GameOverRestartRoutine());
|
||||
}
|
||||
|
||||
private IEnumerator GameOverRestartRoutine()
|
||||
{
|
||||
yield return new WaitForSecondsRealtime(2.5f);
|
||||
if (WorldPauseManager.Instance != null)
|
||||
{
|
||||
WorldPauseManager.Instance.ResumeWorld();
|
||||
}
|
||||
SceneManager.LoadScene(SceneManager.GetActiveScene().name);
|
||||
}
|
||||
|
||||
private void TriggerDamageHaptics(float amplitude, float duration)
|
||||
{
|
||||
UnityEngine.XR.InputDevice left = InputDevices.GetDeviceAtXRNode(XRNode.LeftHand);
|
||||
if (left.isValid) left.SendHapticImpulse(0, amplitude, duration);
|
||||
|
||||
UnityEngine.XR.InputDevice right = InputDevices.GetDeviceAtXRNode(XRNode.RightHand);
|
||||
if (right.isValid) right.SendHapticImpulse(0, amplitude, duration);
|
||||
if (isCodingMode) return;
|
||||
currentGauge += amount;
|
||||
currentGauge = Mathf.Clamp(currentGauge, 0f, maxGauge);
|
||||
Debug.Log($"🔋 共通ゲージ増加: {currentGauge} / {maxGauge}");
|
||||
}
|
||||
|
||||
private void CheckComboInput()
|
||||
{
|
||||
if (zlButtonAction.action == null || zrButtonAction.action == null) return;
|
||||
|
||||
bool isBothHeld = zlButtonAction.action.ReadValue<float>() > 0.5f && zrButtonAction.action.ReadValue<float>() > 0.5f;
|
||||
bool isAnyTriggered = zlButtonAction.action.triggered || zrButtonAction.action.triggered;
|
||||
bool zlPressed = zlButtonAction.action.triggered && zlButtonAction.action.ReadValue<float>() > 0.5f;
|
||||
bool zrPressed = zrButtonAction.action.triggered && zrButtonAction.action.ReadValue<float>() > 0.5f;
|
||||
|
||||
if (isBothHeld && isAnyTriggered)
|
||||
// 同時押しの判定
|
||||
bool isComboTriggered = (zlPressed && zrButtonAction.action.ReadValue<float>() > 0.5f) ||
|
||||
(zrPressed && zlButtonAction.action.ReadValue<float>() > 0.5f);
|
||||
|
||||
if (isComboTriggered)
|
||||
{
|
||||
if (!IsCodingMode)
|
||||
if (!isCodingMode && currentGauge >= maxGauge)
|
||||
{
|
||||
if (ignoreGaugeForDebug || currentGauge >= maxGauge)
|
||||
{
|
||||
StartCodingMode();
|
||||
}
|
||||
// 通常時 ➔ ゲージ満タンならCodingモード発動
|
||||
StartCodingMode();
|
||||
}
|
||||
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();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Codingモード(時間停止)を開始する
|
||||
/// </summary>
|
||||
private void StartCodingMode()
|
||||
{
|
||||
IsCodingMode = true;
|
||||
codingTimer = codingLimitDuration;
|
||||
isCodingMode = true;
|
||||
|
||||
SetActionState(moveAction, false);
|
||||
SetActionState(turnAction, false);
|
||||
// 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
|
||||
if (moveAction.action != null) moveAction.action.Disable();
|
||||
if (turnAction.action != null) turnAction.action.Disable();
|
||||
|
||||
PuzzleBlock.ResetAllBlocksInScene();
|
||||
// 2. シーン内の敵のアニメーターを検索して完全停止
|
||||
Animator[] allAnimators = FindObjectsByType<Animator>(FindObjectsSortMode.None);
|
||||
pausedAnimators.Clear();
|
||||
|
||||
if (WorldPauseManager.Instance != null)
|
||||
foreach (var anim in allAnimators)
|
||||
{
|
||||
WorldPauseManager.Instance.PauseWorld();
|
||||
if (anim == null) continue;
|
||||
if (anim.gameObject == this.gameObject || anim.CompareTag("Player")) continue;
|
||||
|
||||
anim.speed = 0f;
|
||||
pausedAnimators.Add(anim);
|
||||
}
|
||||
|
||||
// 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) continue;
|
||||
if (agent.CompareTag("Player")) continue;
|
||||
|
||||
if (!agent.isStopped)
|
||||
{
|
||||
agent.isStopped = true;
|
||||
pausedAgents.Add(agent);
|
||||
}
|
||||
}
|
||||
|
||||
if (codingModeUI != null) codingModeUI.SetActive(true);
|
||||
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。");
|
||||
}
|
||||
|
||||
// PlayerStatusManager.cs
|
||||
public void ApplyBuffAndResume(BuffType buff)
|
||||
/// <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)
|
||||
{
|
||||
if (successEffectPrefab != null && effectSpawnPoint != null)
|
||||
{
|
||||
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(buff2);
|
||||
|
||||
buffHandler.ActivateBuff(buff);
|
||||
// 2. ゲーム状態を復帰(ゲージを消費)
|
||||
ResumeWorldState(consumeGauge: true);
|
||||
|
||||
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);
|
||||
public void CancelCodingMode() => ResumeWorldState(consumeGauge: false);
|
||||
/// <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()
|
||||
{
|
||||
// ゲーム状態を復帰(ゲージは維持)
|
||||
ResumeWorldState(consumeGauge: false);
|
||||
|
||||
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)
|
||||
{
|
||||
if (WorldPauseManager.Instance != null)
|
||||
// 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)
|
||||
{
|
||||
WorldPauseManager.Instance.ResumeWorld();
|
||||
if (anim != null)
|
||||
{
|
||||
anim.speed = 1f;
|
||||
}
|
||||
}
|
||||
pausedAnimators.Clear();
|
||||
|
||||
SetActionState(moveAction, true);
|
||||
SetActionState(turnAction, true);
|
||||
// 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();
|
||||
|
||||
PuzzleBlock.ResetAllBlocksInScene();
|
||||
// 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
|
||||
if (moveAction.action != null) moveAction.action.Enable();
|
||||
if (turnAction.action != null) turnAction.action.Enable();
|
||||
|
||||
IsCodingMode = false;
|
||||
// 4. フラグとUIをリセット
|
||||
isCodingMode = false;
|
||||
if (codingModeUI != null) codingModeUI.SetActive(false);
|
||||
|
||||
// 5. ゲージの消費制御
|
||||
if (consumeGauge)
|
||||
{
|
||||
currentGauge = 0f;
|
||||
OnGaugeChanged?.Invoke(currentGauge, maxGauge);
|
||||
currentGauge = 0f; // バフ決定時のみゲージ消費
|
||||
}
|
||||
}
|
||||
|
||||
private void ActivateBuffByName(string buffName)
|
||||
{
|
||||
switch (buffName)
|
||||
{
|
||||
case "AttackUp":
|
||||
attackBuffTimer = buffDuration;
|
||||
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($"未定義のバフ名が検出されました: {buffName}");
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private void ExecuteHeal()
|
||||
{
|
||||
Debug.Log($"💚 HP回復バフ発動! 回復量: {hpHealAmount}");
|
||||
}
|
||||
|
||||
private void UpdateBuffTimers()
|
||||
{
|
||||
if (attackBuffTimer > 0f)
|
||||
{
|
||||
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。");
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,203 +0,0 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.XR.Interaction.Toolkit;
|
||||
using UnityEngine.XR.Interaction.Toolkit.Interactables;
|
||||
|
||||
public enum BlockColor { Red, Blue, Green }
|
||||
public enum BlockShapeType { TShape, CShape }
|
||||
|
||||
public class PuzzleBlock : MonoBehaviour
|
||||
{
|
||||
[field: SerializeField] public BlockColor Color { get; private set; }
|
||||
[field: SerializeField] public BlockShapeType ShapeType { get; private set; }
|
||||
|
||||
[SerializeField] private Transform snapPoint;
|
||||
|
||||
public static event Action<BlockColor> OnPuzzleCompleted;
|
||||
|
||||
private static readonly HashSet<PuzzleBlock> allBlocks = new HashSet<PuzzleBlock>();
|
||||
|
||||
private PuzzleBlock nearbyPartner;
|
||||
private bool isConnected;
|
||||
|
||||
// 親階層とローカル情報の記憶
|
||||
private Transform initialParent;
|
||||
private Vector3 initialLocalPosition;
|
||||
private Quaternion initialLocalRotation;
|
||||
private Vector3 initialLocalScale;
|
||||
|
||||
// ★追加:初期の物理設定を記憶
|
||||
private bool initialIsKinematic;
|
||||
private bool initialUseGravity;
|
||||
|
||||
private Rigidbody rb;
|
||||
private XRGrabInteractable grabInteractable;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
rb = GetComponent<Rigidbody>();
|
||||
grabInteractable = GetComponent<XRGrabInteractable>();
|
||||
|
||||
initialParent = transform.parent;
|
||||
initialLocalPosition = transform.localPosition;
|
||||
initialLocalRotation = transform.localRotation;
|
||||
initialLocalScale = transform.localScale;
|
||||
|
||||
// ★初期状態の重力・キネマティック設定を保持
|
||||
if (rb != null)
|
||||
{
|
||||
initialIsKinematic = rb.isKinematic;
|
||||
initialUseGravity = rb.useGravity;
|
||||
}
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
allBlocks.Add(this);
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
allBlocks.Remove(this);
|
||||
}
|
||||
|
||||
private void OnTriggerEnter(Collider other)
|
||||
{
|
||||
if (isConnected) return;
|
||||
|
||||
PuzzleBlock partner = other.GetComponentInParent<PuzzleBlock>();
|
||||
if (partner != null && IsValidPartner(partner))
|
||||
{
|
||||
nearbyPartner = partner;
|
||||
}
|
||||
}
|
||||
|
||||
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;
|
||||
return partner.Color == Color && partner.ShapeType != ShapeType;
|
||||
}
|
||||
|
||||
public void OnReleased()
|
||||
{
|
||||
if (isConnected) return;
|
||||
|
||||
if (nearbyPartner != null)
|
||||
{
|
||||
ConnectToPartner(nearbyPartner);
|
||||
}
|
||||
}
|
||||
|
||||
private void ConnectToPartner(PuzzleBlock partner)
|
||||
{
|
||||
isConnected = true;
|
||||
partner.isConnected = true;
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
LockBlockState();
|
||||
partner.LockBlockState();
|
||||
|
||||
OnPuzzleCompleted?.Invoke(Color);
|
||||
|
||||
// PuzzleBlock.cs
|
||||
BuffType buff = ConvertColorToBuffType(Color);
|
||||
if (PlayerStatusManager.Instance != null)
|
||||
{
|
||||
PlayerStatusManager.Instance.ApplyBuffAndResume(buff);
|
||||
}
|
||||
}
|
||||
|
||||
private void LockBlockState()
|
||||
{
|
||||
if (rb != null)
|
||||
{
|
||||
rb.linearVelocity = Vector3.zero;
|
||||
rb.angularVelocity = Vector3.zero;
|
||||
rb.isKinematic = true;
|
||||
}
|
||||
if (grabInteractable != null) grabInteractable.enabled = false;
|
||||
}
|
||||
|
||||
public void ResetBlock()
|
||||
{
|
||||
ForceDrop();
|
||||
|
||||
isConnected = false;
|
||||
nearbyPartner = null;
|
||||
|
||||
if (initialParent != null && transform.parent != initialParent)
|
||||
{
|
||||
transform.SetParent(initialParent, false);
|
||||
}
|
||||
|
||||
transform.localPosition = initialLocalPosition;
|
||||
transform.localRotation = initialLocalRotation;
|
||||
transform.localScale = initialLocalScale;
|
||||
|
||||
// ★修正:初期設定(記憶した値)へ正確に復元
|
||||
if (rb != null)
|
||||
{
|
||||
rb.linearVelocity = Vector3.zero;
|
||||
rb.angularVelocity = Vector3.zero;
|
||||
rb.isKinematic = initialIsKinematic;
|
||||
rb.useGravity = initialUseGravity;
|
||||
}
|
||||
|
||||
if (grabInteractable != null)
|
||||
{
|
||||
grabInteractable.enabled = true;
|
||||
}
|
||||
}
|
||||
|
||||
private void ForceDrop()
|
||||
{
|
||||
if (grabInteractable == null || !grabInteractable.isSelected) return;
|
||||
|
||||
if (grabInteractable.interactionManager != null && grabInteractable.firstInteractorSelecting != null)
|
||||
{
|
||||
grabInteractable.interactionManager.SelectExit(grabInteractable.firstInteractorSelecting, grabInteractable);
|
||||
}
|
||||
}
|
||||
|
||||
public static void ResetAllBlocksInScene()
|
||||
{
|
||||
foreach (var block in allBlocks)
|
||||
{
|
||||
if (block != null)
|
||||
{
|
||||
block.ResetBlock();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private BuffType ConvertColorToBuffType(BlockColor color)
|
||||
{
|
||||
return color switch
|
||||
{
|
||||
BlockColor.Red => BuffType.AttackUp,
|
||||
BlockColor.Blue => BuffType.DefenseUp,
|
||||
BlockColor.Green => BuffType.Heal,
|
||||
_ => BuffType.AttackUp
|
||||
};
|
||||
}
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f5140afa8506840059b73ebefeda1e8c
|
||||
@@ -3,25 +3,24 @@ using UnityEngine;
|
||||
public class SlowWebArea : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private float damagePerSecond = 5f;
|
||||
private float damageTimer;
|
||||
private float damageTimer = 0f;
|
||||
|
||||
private void OnTriggerStay(Collider other)
|
||||
{
|
||||
if (other.CompareTag("Player"))
|
||||
{
|
||||
// ★鈍足効果の適用演出
|
||||
// プレイヤーの移動スクリプトに対し、一時的な速度デバフ(例: Speed * 0.3f)を掛けます
|
||||
// ここでは設計の切り離しのため、ログ出力のみとしています
|
||||
Debug.LogWarning("🕸️ プレイヤーが蜘蛛の糸に囚われている! 【鈍足化デバフ発動中】");
|
||||
|
||||
// スリップダメージ(1秒ごとに継続ダメージ)
|
||||
damageTimer += Time.deltaTime;
|
||||
if (damageTimer >= 1.0f)
|
||||
{
|
||||
IDamageable damageable = other.GetComponentInParent<IDamageable>();
|
||||
if (damageable != null)
|
||||
{
|
||||
DamageInfo info = new DamageInfo
|
||||
{
|
||||
amount = damagePerSecond,
|
||||
hitPosition = other.transform.position
|
||||
};
|
||||
damageable.TakeDamage(info);
|
||||
}
|
||||
// プレイヤーのHealthコンポーネントにダメージを通知
|
||||
// other.GetComponent<PlayerHealth>()?.TakeDamage(damagePerSecond);
|
||||
Debug.Log($"🕸️ 糸によるスリップダメージ: {damagePerSecond}");
|
||||
damageTimer = 0f;
|
||||
}
|
||||
}
|
||||
@@ -31,7 +30,7 @@ public class SlowWebArea : MonoBehaviour
|
||||
{
|
||||
if (other.CompareTag("Player"))
|
||||
{
|
||||
damageTimer = 0f;
|
||||
Debug.Log("🏃 プレイヤーが糸の範囲から脱出。 鈍足効果解除。");
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,26 +1,5 @@
|
||||
using UnityEngine;
|
||||
|
||||
public interface ISpiderState
|
||||
{
|
||||
void EnterState();
|
||||
void UpdateState();
|
||||
void ExitState();
|
||||
}
|
||||
|
||||
public abstract class SpiderStateBase : ISpiderState
|
||||
{
|
||||
protected readonly BossController boss;
|
||||
|
||||
protected SpiderStateBase(BossController owner)
|
||||
{
|
||||
boss = owner;
|
||||
}
|
||||
|
||||
public virtual void EnterState() { }
|
||||
public abstract void UpdateState();
|
||||
public virtual void ExitState() { }
|
||||
}
|
||||
|
||||
public class SpiderIdleState : SpiderStateBase
|
||||
{
|
||||
public SpiderIdleState(BossController owner) : base(owner) { }
|
||||
@@ -50,12 +29,14 @@ public class SpiderChaseState : SpiderStateBase
|
||||
|
||||
float distance = Vector3.Distance(boss.transform.position, boss.Player.position);
|
||||
|
||||
// 遠距離突進判定(カプセル化されたプロパティを使用)
|
||||
if (distance >= boss.ChargeMinimumDistance && boss.ChargeCooldownTimer <= 0f)
|
||||
{
|
||||
boss.ChangeState<SpiderChargeState>();
|
||||
return;
|
||||
}
|
||||
|
||||
// 至近距離噛みつき判定
|
||||
if (distance <= boss.BiteRange)
|
||||
{
|
||||
boss.ChangeState<SpiderBiteState>();
|
||||
@@ -77,12 +58,14 @@ public class SpiderBiteState : SpiderStateBase
|
||||
public override void EnterState()
|
||||
{
|
||||
stateTimer = 1.5f;
|
||||
boss.Agent.ResetPath();
|
||||
boss.Agent.isStopped = true;
|
||||
boss.Agent.velocity = Vector3.zero;
|
||||
boss.Agent.ResetPath();
|
||||
boss.Agent.isStopped = true;
|
||||
boss.Agent.velocity = Vector3.zero;
|
||||
|
||||
boss.Anim.SetFloat("Speed", 0f);
|
||||
|
||||
boss.Anim.SetTrigger("Attack_Bite");
|
||||
Debug.Log("🎯 蜘蛛ボス:通常噛みつき開始。攻撃モーション中にゆっくり向き直ります。");
|
||||
}
|
||||
|
||||
public override void ExitState()
|
||||
@@ -98,17 +81,17 @@ public class SpiderBiteState : SpiderStateBase
|
||||
{
|
||||
Vector3 lookDir = (boss.Player.position - boss.transform.position).normalized;
|
||||
lookDir.y = 0;
|
||||
|
||||
|
||||
if (lookDir != Vector3.zero)
|
||||
{
|
||||
boss.transform.rotation = Quaternion.Slerp(
|
||||
boss.transform.rotation,
|
||||
Quaternion.LookRotation(lookDir),
|
||||
boss.transform.rotation,
|
||||
Quaternion.LookRotation(lookDir),
|
||||
Time.deltaTime * TurnSpeed
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
stateTimer -= Time.deltaTime;
|
||||
if (stateTimer <= 0f)
|
||||
{
|
||||
@@ -138,6 +121,7 @@ public class SpiderChargeState : SpiderStateBase
|
||||
|
||||
boss.ResetChargeCooldown();
|
||||
boss.Anim.SetTrigger("Attack_Roar");
|
||||
Debug.Log($"🔊 蜘蛛ボス:遠距離を検知。その場でピタッと完全停止。咆哮(溜め {roarTimer}秒)を開始!");
|
||||
}
|
||||
|
||||
public override void ExitState()
|
||||
@@ -150,10 +134,11 @@ public class SpiderChargeState : SpiderStateBase
|
||||
|
||||
public override void UpdateState()
|
||||
{
|
||||
// フェーズ1:咆哮・溜めロックオン
|
||||
if (!isChargingPhase)
|
||||
{
|
||||
roarTimer -= Time.deltaTime;
|
||||
boss.Agent.velocity = Vector3.zero;
|
||||
boss.Agent.velocity = Vector3.zero; // 完全固定
|
||||
|
||||
if (boss.Player != null)
|
||||
{
|
||||
@@ -183,10 +168,13 @@ public class SpiderChargeState : SpiderStateBase
|
||||
boss.Agent.speed = boss.ChargeSpeed;
|
||||
boss.Agent.acceleration = 120f;
|
||||
boss.Agent.SetDestination(targetDestination);
|
||||
|
||||
Debug.Log("🚀 蜘蛛ボス:ロックオン完了。全速力で突進ダッシュを発射!");
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
// フェーズ2:突進移動中
|
||||
chargeTimer -= Time.deltaTime;
|
||||
|
||||
if (chargeTimer <= 0f || (boss.Agent.velocity.magnitude < 0.2f && chargeTimer < (boss.ChargeDuration - 0.3f)))
|
||||
@@ -214,10 +202,12 @@ public class SpiderJumpToCeilingState : SpiderStateBase
|
||||
|
||||
boss.Agent.enabled = false;
|
||||
boss.Anim.SetTrigger("Attack_Roar");
|
||||
Debug.Log($"🚨 蜘蛛ボス:必殺技前の一大威嚇(咆哮 {roarTimer}秒)!");
|
||||
}
|
||||
|
||||
public override void UpdateState()
|
||||
{
|
||||
// フェーズ1:飛び立つ前の威嚇
|
||||
if (!isJumpingPhase)
|
||||
{
|
||||
roarTimer -= Time.deltaTime;
|
||||
@@ -229,6 +219,7 @@ public class SpiderJumpToCeilingState : SpiderStateBase
|
||||
return;
|
||||
}
|
||||
|
||||
// フェーズ2:ジャンプ空中移動
|
||||
if (boss.ceilingAnchor == null) return;
|
||||
|
||||
jumpProgress += Time.unscaledDeltaTime * 1.5f;
|
||||
@@ -246,20 +237,25 @@ public class SpiderJumpToCeilingState : SpiderStateBase
|
||||
}
|
||||
}
|
||||
|
||||
// ==========================================
|
||||
// ■ STATE: CEILING ATTACK (インスペクター無段階調整版)
|
||||
// ==========================================
|
||||
public class SpiderCeilingAttackState : SpiderStateBase
|
||||
{
|
||||
private float timer;
|
||||
private float shotTimer;
|
||||
private float timer = 0f;
|
||||
private float shotTimer = 0f;
|
||||
|
||||
public SpiderCeilingAttackState(BossController owner) : base(owner) { }
|
||||
|
||||
public override void EnterState()
|
||||
{
|
||||
// ★リファクタリング:インスペクターで設定した必殺技の長さを適用
|
||||
timer = boss.CeilingAttackDuration;
|
||||
shotTimer = 0f;
|
||||
|
||||
boss.Anim.SetBool("IsOnCeiling", true);
|
||||
boss.PendingUltimate = false;
|
||||
Debug.Log($"🕸️ 蜘蛛ボス:天井からの乱射開始! 持続時間: {timer}秒 / 発射間隔: {boss.CeilingShotInterval}秒");
|
||||
}
|
||||
|
||||
public override void ExitState()
|
||||
@@ -275,9 +271,12 @@ public class SpiderCeilingAttackState : SpiderStateBase
|
||||
timer -= Time.deltaTime;
|
||||
shotTimer -= Time.deltaTime;
|
||||
|
||||
// タイマーがゼロになったら発射
|
||||
if (shotTimer <= 0f)
|
||||
{
|
||||
ExecuteRandomWebAttack();
|
||||
|
||||
// ★リファクタリング:インスペクターで設定した間隔(秒)でリセットして弾数を制御
|
||||
shotTimer = boss.CeilingShotInterval;
|
||||
}
|
||||
|
||||
@@ -287,13 +286,14 @@ public class SpiderCeilingAttackState : SpiderStateBase
|
||||
}
|
||||
}
|
||||
|
||||
private void ExecuteRandomWebAttack()
|
||||
private void ExecuteRandomWebAttack()
|
||||
{
|
||||
Vector3 targetGroundPos = Vector3.zero;
|
||||
int maxAttempts = 15;
|
||||
|
||||
int maxAttempts = 15; // 無限ループ(フリーズ)を防止するための最大再抽選回数
|
||||
|
||||
for (int i = 0; i < maxAttempts; i++)
|
||||
{
|
||||
// 1. 一旦ランダムな座標を算出
|
||||
Vector2 randomCircle = Random.insideUnitCircle * boss.AttackRadius;
|
||||
targetGroundPos = new Vector3(
|
||||
boss.groundAnchor.position.x + randomCircle.x,
|
||||
@@ -301,23 +301,29 @@ public class SpiderCeilingAttackState : SpiderStateBase
|
||||
boss.groundAnchor.position.z + randomCircle.y
|
||||
);
|
||||
|
||||
// 2. 現在アクティブなすべての糸との距離を計測する
|
||||
bool isTooClose = false;
|
||||
foreach (Vector3 existingPos in boss.WebSpawner.ActiveWebPositions)
|
||||
foreach (Vector3 existingPos in boss.ActiveWebPositions)
|
||||
{
|
||||
if (Vector3.Distance(targetGroundPos, existingPos) < boss.WebSpawner.WebAvoidanceRadius)
|
||||
// 設定された回避半径(WebAvoidanceRadius)より近い既存の糸があるか?
|
||||
if (Vector3.Distance(targetGroundPos, existingPos) < boss.WebAvoidanceRadius)
|
||||
{
|
||||
isTooClose = true;
|
||||
break;
|
||||
break; // 被り検知、この座標は使えないのでチェックを抜けて再抽選へ
|
||||
}
|
||||
}
|
||||
|
||||
if (!isTooClose) break;
|
||||
// 3. 誰とも被っていなければ、このクリーンな座標で確定
|
||||
if (!isTooClose)
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
boss.WebSpawner.SpawnWarningAndWeb(targetGroundPos, boss.WebWarningDelay, boss.WebDuration);
|
||||
// 確定した(または上限に達して安全が担保された)座標へ向けて発射命令
|
||||
boss.SpawnWarningAndWeb(targetGroundPos, boss.WebWarningDelay, boss.WebDuration);
|
||||
}
|
||||
}
|
||||
|
||||
public class SpiderStunState : SpiderStateBase
|
||||
{
|
||||
private float stunTimer;
|
||||
@@ -330,6 +336,8 @@ public class SpiderStunState : SpiderStateBase
|
||||
boss.Anim.SetTrigger("StunStart");
|
||||
boss.Anim.SetBool("IsStunned", true);
|
||||
if (boss.Agent.enabled) boss.Agent.isStopped = true;
|
||||
Debug.Log("🛡️ パリィ成功! チャンスタイム!");
|
||||
|
||||
}
|
||||
|
||||
public override void ExitState()
|
||||
|
||||
@@ -1,96 +0,0 @@
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
using UnityEngine.SceneManagement;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class TitleManager : MonoBehaviour
|
||||
{
|
||||
[Header("VR入力設定")]
|
||||
[Tooltip("スタート用の右手トリガー入力(例: XRI RightHand Interaction/Activate など)")]
|
||||
[SerializeField] private InputActionProperty rightTriggerAction;
|
||||
[Tooltip("スタート用の左手トリガー入力(任意)")]
|
||||
[SerializeField] private InputActionProperty leftTriggerAction;
|
||||
|
||||
[Header("UI Buttons(任意)")]
|
||||
[SerializeField] private Button startButton;
|
||||
[SerializeField] private Button exitButton;
|
||||
|
||||
[Header("Scene Settings")]
|
||||
[SerializeField] private string mainGameSceneName = "MainGameScene";
|
||||
|
||||
private bool isStarting = false;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
if (startButton != null) startButton.onClick.AddListener(StartGame);
|
||||
if (exitButton != null) exitButton.onClick.AddListener(OnExitButtonClicked);
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
EnableAction(rightTriggerAction);
|
||||
EnableAction(leftTriggerAction);
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
DisableAction(rightTriggerAction);
|
||||
DisableAction(leftTriggerAction);
|
||||
}
|
||||
|
||||
private void EnableAction(InputActionProperty prop)
|
||||
{
|
||||
if (prop.action != null) prop.action.Enable();
|
||||
}
|
||||
|
||||
private void DisableAction(InputActionProperty prop)
|
||||
{
|
||||
if (prop.action != null) prop.action.Disable();
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (isStarting) return;
|
||||
|
||||
// トリガー入力の判定(右手または左手)
|
||||
if (IsTriggerPressed(rightTriggerAction) || IsTriggerPressed(leftTriggerAction))
|
||||
{
|
||||
StartGame();
|
||||
}
|
||||
}
|
||||
|
||||
private bool IsTriggerPressed(InputActionProperty prop)
|
||||
{
|
||||
if (prop.action == null) return false;
|
||||
return prop.action.triggered || prop.action.ReadValue<float>() > 0.5f;
|
||||
}
|
||||
|
||||
public void StartGame()
|
||||
{
|
||||
if (isStarting) return;
|
||||
isStarting = true;
|
||||
|
||||
if (startButton != null) startButton.interactable = false;
|
||||
Debug.Log("🚀 トリガー入力を検知:メインゲームシーンを読み込みます。");
|
||||
StartCoroutine(LoadSceneRoutine());
|
||||
}
|
||||
|
||||
public 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;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 63f333cd2936fbf439d4433a50178080
|
||||
@@ -1,48 +1,72 @@
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
|
||||
/// <summary>
|
||||
/// 1つのトリガーで左右のドアを反対方向にスライド開閉させ、
|
||||
/// 一定時間後に自動で閉じるクラス
|
||||
/// </summary>
|
||||
public class VRDoorController : MonoBehaviour
|
||||
{
|
||||
[Header("ドアオブジェクト")]
|
||||
[Header("ドアのオブジェクト登録")]
|
||||
[Tooltip("左側にスライドさせたいドアのTransformを指定してください")]
|
||||
[SerializeField] private Transform leftDoor;
|
||||
[Tooltip("右側にスライドさせたいドアのTransformを指定してください")]
|
||||
[SerializeField] private Transform rightDoor;
|
||||
|
||||
[Header("動作設定")]
|
||||
[Header("スライド量と速度の設定")]
|
||||
[Tooltip("ドアが横に何メートルずれるか(移動量)")]
|
||||
[SerializeField] private float slideDistance = 1.0f;
|
||||
[Tooltip("ドアが完全に開ききる(閉じきる)までにかかる時間(秒)")]
|
||||
[SerializeField] private float openSpeed = 1.2f;
|
||||
[Tooltip("ドアが開ききった後、自動で閉まり始めるまでの待ち時間(秒)")]
|
||||
[SerializeField] private float autoCloseDelay = 4.0f;
|
||||
|
||||
// ドアの「閉じた位置」と「開いた位置」の座標を記憶する変数
|
||||
private Vector3 leftDoorClosedPos;
|
||||
private Vector3 rightDoorClosedPos;
|
||||
private Vector3 leftDoorOpenPos;
|
||||
private Vector3 rightDoorOpenPos;
|
||||
|
||||
private bool isOpen;
|
||||
private bool isMoving;
|
||||
// ドアの状態を管理するフラグ(バグ連打の防止用)
|
||||
private bool isOpen = false;
|
||||
private bool isMoving = false;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
// 1. ゲーム開始時の位置を「閉じた状態」として記憶
|
||||
if (leftDoor != null)
|
||||
{
|
||||
leftDoorClosedPos = leftDoor.localPosition;
|
||||
// 左ドアはローカルのX軸のマイナス方向へスライドさせる
|
||||
leftDoorOpenPos = leftDoorClosedPos + new Vector3(-slideDistance, 0, 0);
|
||||
}
|
||||
|
||||
if (rightDoor != null)
|
||||
{
|
||||
rightDoorClosedPos = rightDoor.localPosition;
|
||||
// 右ドアはローカルのX軸のプラス方向へスライドさせる
|
||||
rightDoorOpenPos = rightDoorClosedPos + new Vector3(slideDistance, 0, 0);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 【外部連携用】VRのボタンが押されたときに呼び出す公開メソッド
|
||||
/// </summary>
|
||||
public void OnButtonPress()
|
||||
{
|
||||
// すでに移動中、またはすでに開いている場合はボタンの入力を完全に無視する
|
||||
if (isMoving || isOpen) return;
|
||||
|
||||
// 開いてから自動で閉まるまでの一連のコルーチンを始動
|
||||
StartCoroutine(OpenAndAutoCloseRoutine());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// ドアを開け、待機し、自動で閉める一連の流れを管理するコルーチン
|
||||
/// </summary>
|
||||
private IEnumerator OpenAndAutoCloseRoutine()
|
||||
{
|
||||
// ─── 1. ドアを開ける処理 ───
|
||||
isMoving = true;
|
||||
float elapsedTime = 0f;
|
||||
|
||||
@@ -50,22 +74,28 @@ public class VRDoorController : MonoBehaviour
|
||||
{
|
||||
elapsedTime += Time.deltaTime;
|
||||
float t = elapsedTime / openSpeed;
|
||||
|
||||
// ★VR酔い・チープさ対策:数値を滑らかに補間して、リアルな加減速(イージング)をかける
|
||||
float easedT = Mathf.SmoothStep(0f, 1f, t);
|
||||
|
||||
if (leftDoor != null) leftDoor.localPosition = Vector3.Lerp(leftDoorClosedPos, leftDoorOpenPos, easedT);
|
||||
if (rightDoor != null) rightDoor.localPosition = Vector3.Lerp(rightDoorClosedPos, rightDoorOpenPos, easedT);
|
||||
|
||||
yield return null;
|
||||
yield return null; // 1フレーム待機
|
||||
}
|
||||
|
||||
// 完全に開ききった座標で固定
|
||||
if (leftDoor != null) leftDoor.localPosition = leftDoorOpenPos;
|
||||
if (rightDoor != null) rightDoor.localPosition = rightDoorOpenPos;
|
||||
|
||||
isOpen = true;
|
||||
isMoving = false;
|
||||
Debug.Log("🚪 ドアが完全に開きました。");
|
||||
|
||||
// ─── 2. 開いた状態での待機(自動クローズのカウントダウン) ───
|
||||
yield return new WaitForSeconds(autoCloseDelay);
|
||||
|
||||
// ─── 3. ドアを閉じる処理 ───
|
||||
isMoving = true;
|
||||
isOpen = false;
|
||||
elapsedTime = 0f;
|
||||
@@ -82,9 +112,11 @@ public class VRDoorController : MonoBehaviour
|
||||
yield return null;
|
||||
}
|
||||
|
||||
// 完全に閉じた座標で固定
|
||||
if (leftDoor != null) leftDoor.localPosition = leftDoorClosedPos;
|
||||
if (rightDoor != null) rightDoor.localPosition = rightDoorClosedPos;
|
||||
|
||||
isMoving = false;
|
||||
Debug.Log("🔒 ドアが自動で閉じました。");
|
||||
}
|
||||
}
|
||||
@@ -2,65 +2,79 @@ using UnityEngine;
|
||||
|
||||
public class VRInputPoseDetector : MonoBehaviour
|
||||
{
|
||||
[Header("参照")]
|
||||
[Header("必須コンポーネント登録")]
|
||||
[SerializeField] private Transform headTransform;
|
||||
[SerializeField] private Transform rightHandTransform;
|
||||
[SerializeField] private Transform leftHandTransform;
|
||||
|
||||
[Header("判定パラメータ")]
|
||||
[Header("構えの判定範囲設定")]
|
||||
[SerializeField] private float minForwardDistance = 0.15f;
|
||||
[SerializeField] private float maxForwardDistance = 0.5f;
|
||||
[SerializeField] private float maxForwardDistance = 0.5f;
|
||||
[SerializeField] private float minHeightOffset = -0.35f;
|
||||
[SerializeField] private float maxHeightOffset = -0.1f;
|
||||
|
||||
[Header("タイマーパラメータ")]
|
||||
[Header("タイマー・バッファ設定")]
|
||||
[SerializeField] private float requiredPoseTime = 0.3f;
|
||||
[SerializeField] private float poseExitDelay = 0.15f;
|
||||
|
||||
[SerializeField] private float poseExitDelay = 0.15f;
|
||||
|
||||
[Header("視覚フィードバック")]
|
||||
[Header("視覚フィードバック(ガイドUI設定)")]
|
||||
[SerializeField] private Renderer guideRenderer;
|
||||
[SerializeField] private Color defaultColor = new Color(0.5f, 0.5f, 0.5f, 0.05f);
|
||||
[SerializeField] private Color chargingColor = new Color(1f, 0.8f, 0f, 0.2f);
|
||||
[SerializeField] private Color successColor = new Color(0f, 0.6f, 1f, 0.4f);
|
||||
[SerializeField] private Color defaultColor = new Color(0.5f, 0.5f, 0.5f, 0.05f); // 普段(超薄いグレー)
|
||||
[SerializeField] private Color chargingColor = new Color(1f, 0.8f, 0f, 0.2f); // 溜め中(うっすら黄色)
|
||||
[SerializeField] private Color successColor = new Color(0f, 0.6f, 1f, 0.4f); // 構え完了(綺麗な青シールド)
|
||||
|
||||
private float poseTimer;
|
||||
private float exitTimer;
|
||||
private float poseTimer = 0f;
|
||||
private float exitTimer = 0f;
|
||||
private bool isPoseMaintained = false;
|
||||
|
||||
public bool IsPosing { get; private set; }
|
||||
public bool IsPosing => isPoseMaintained;
|
||||
|
||||
private void Update()
|
||||
void Update()
|
||||
{
|
||||
if (headTransform == null || rightHandTransform == null || leftHandTransform == null) return;
|
||||
|
||||
Vector3 localRightHand = headTransform.InverseTransformPoint(rightHandTransform.position);
|
||||
// 両手の世界座標を頭を中心としたローカル座標に変換
|
||||
Vector3 localRightHand = headTransform.InverseTransformPoint(rightHandTransform.position);
|
||||
Vector3 localLeftHand = headTransform.InverseTransformPoint(leftHandTransform.position);
|
||||
|
||||
bool isBothHandsGuarding = CheckHandPosition(localRightHand) && CheckHandPosition(localLeftHand);
|
||||
// 両手が構え範囲に入っているかチェック
|
||||
bool isRightHandGuarding = CheckHandPosition(localRightHand);
|
||||
bool isLeftHandGuarding = CheckHandPosition(localLeftHand);
|
||||
|
||||
bool isBothHandsGuarding = isRightHandGuarding && isLeftHandGuarding;
|
||||
|
||||
// ─── 🛡️ チャタリング防止付き・構え判定ロジック ───
|
||||
if (isBothHandsGuarding)
|
||||
{
|
||||
// 範囲内に手が戻ったので、解除カウントダウンを即座にリセット
|
||||
exitTimer = 0f;
|
||||
|
||||
if (!IsPosing)
|
||||
if (!isPoseMaintained)
|
||||
{
|
||||
poseTimer += Time.deltaTime;
|
||||
if (poseTimer >= requiredPoseTime)
|
||||
{
|
||||
IsPosing = true;
|
||||
isPoseMaintained = true;
|
||||
Debug.Log("🛡️ 【構え成功】 パリィ受付がアクティブになりました。");
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
poseTimer = 0f;
|
||||
// 範囲外に出た場合
|
||||
poseTimer = 0f; // まだ構えが完了していない段階(溜め中)なら即リセット
|
||||
|
||||
if (IsPosing)
|
||||
if (isPoseMaintained)
|
||||
{
|
||||
// すでに構えが成功している状態なら、猶予タイマーを開始(ここで即解除しない!)
|
||||
exitTimer += Time.deltaTime;
|
||||
|
||||
if (exitTimer >= poseExitDelay)
|
||||
{
|
||||
IsPosing = false;
|
||||
isPoseMaintained = false;
|
||||
exitTimer = 0f;
|
||||
Debug.Log("❌ 【構え解除】 猶予時間を超えたためガードが解けました。");
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -70,8 +84,9 @@ public class VRInputPoseDetector : MonoBehaviour
|
||||
|
||||
private bool CheckHandPosition(Vector3 localHandPos)
|
||||
{
|
||||
bool inForwardRange = localHandPos.z >= minForwardDistance && localHandPos.z <= maxForwardDistance;
|
||||
bool inHeightRange = localHandPos.y >= minHeightOffset && localHandPos.y <= maxHeightOffset;
|
||||
bool inForwardRange = localHandPos.z >= minForwardDistance && localHandPos.z <= maxForwardDistance; // Z軸:頭より前に手があるか
|
||||
bool inHeightRange = localHandPos.y >= minHeightOffset && localHandPos.y <= maxHeightOffset; // Y軸:手の高さが適切か
|
||||
|
||||
return inForwardRange && inHeightRange;
|
||||
}
|
||||
|
||||
@@ -79,17 +94,18 @@ public class VRInputPoseDetector : MonoBehaviour
|
||||
{
|
||||
if (guideRenderer == null) return;
|
||||
|
||||
if (IsPosing)
|
||||
// ボスの攻撃を見やすくするため、現在の状態に応じてガイドシールドのカラーを3段階可変させる
|
||||
if (isPoseMaintained)
|
||||
{
|
||||
guideRenderer.material.color = successColor;
|
||||
guideRenderer.material.color = successColor; // 成功:青シールド
|
||||
}
|
||||
else if (isBothHandsGuarding)
|
||||
{
|
||||
guideRenderer.material.color = chargingColor;
|
||||
guideRenderer.material.color = chargingColor; // 溜め中:黄色
|
||||
}
|
||||
else
|
||||
{
|
||||
guideRenderer.material.color = defaultColor;
|
||||
guideRenderer.material.color = defaultColor; // 構えなし:目立たない透明グレー
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,6 +1,6 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
using UnityEngine.XR;
|
||||
using UnityEngine.InputSystem; // Input Systemを使うために必要
|
||||
using UnityEngine.XR; // 振動機能のために必要
|
||||
|
||||
[RequireComponent(typeof(Collider))]
|
||||
[RequireComponent(typeof(Rigidbody))]
|
||||
@@ -10,30 +10,37 @@ public class VRInputPunch : MonoBehaviour
|
||||
[SerializeField] private XRNode controllerNode = XRNode.RightHand;
|
||||
[SerializeField] private VRInputPoseDetector poseDetector;
|
||||
|
||||
[Header("パンチパラメータ")]
|
||||
[SerializeField] private float minPunchSpeed = 1.0f;
|
||||
[SerializeField] private float damageMultiplier = 10.0f;
|
||||
[SerializeField] private float hapticAmplitude = 0.5f;
|
||||
[SerializeField] private float hapticDuration = 0.1f;
|
||||
[Header("攻撃(パンチ)設定")]
|
||||
[SerializeField] private float minPunchSpeed = 1.0f; // パンチとして判定する最低速度 (m/s)
|
||||
[SerializeField] private float damageMultiplier = 10.0f; // ダメージ倍率
|
||||
[SerializeField] private float hapticAmplitude = 0.5f; // 通常ヒットの振動の強さ
|
||||
[SerializeField] private float hapticDuration = 0.1f; // 通常ヒットの振動の長さ
|
||||
|
||||
[Header("パリィパラメータ")]
|
||||
[SerializeField] private float parryStunDuration = 3.0f;
|
||||
[SerializeField] private float parryHapticAmplitude = 0.9f;
|
||||
[SerializeField] private float parryHapticDuration = 0.25f;
|
||||
|
||||
private const string EnemyFistTag = "EnemyFist";
|
||||
[Header("パリィ設定")]
|
||||
[SerializeField] private float parryStunDuration = 3.0f; // スタン時間(秒)
|
||||
[SerializeField] private float parryHapticAmplitude = 0.9f; // パリィ成功時の振動の強さ
|
||||
[SerializeField] private float parryHapticDuration = 0.25f; // パリィ成功時の振動の長さ
|
||||
// ─── 多段ヒット・連続暴発防止用タイマー ───
|
||||
private float punchHitCooldown = 0f; // 次のパンチが当たるまでのインターバル
|
||||
private float parryTriggerCooldown = 0f; // 次のパリィが成功するまでのインターバル
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
if (velocityAction.action != null) velocityAction.action.Enable();
|
||||
if (velocityAction.action != null)
|
||||
{
|
||||
velocityAction.action.Enable();
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
if (velocityAction.action != null) velocityAction.action.Disable();
|
||||
if (velocityAction.action != null)
|
||||
{
|
||||
velocityAction.action.Disable();
|
||||
}
|
||||
}
|
||||
|
||||
private void Start()
|
||||
void Start()
|
||||
{
|
||||
Rigidbody rb = GetComponent<Rigidbody>();
|
||||
rb.isKinematic = true;
|
||||
@@ -43,71 +50,104 @@ public class VRInputPunch : MonoBehaviour
|
||||
|
||||
private void OnTriggerEnter(Collider other)
|
||||
{
|
||||
Vector3 velocity = velocityAction.action != null ? velocityAction.action.ReadValue<Vector3>() : Vector3.zero;
|
||||
// コントローラーの現在の移動速度を取得
|
||||
Vector3 velocity = velocityAction.action.ReadValue<Vector3>();
|
||||
float speed = velocity.magnitude;
|
||||
|
||||
if (other.CompareTag(EnemyFistTag))
|
||||
// ========================================================================
|
||||
// 【パリィ判定】当たったオブジェクトが敵の拳だった場合
|
||||
// ========================================================================
|
||||
if (other.CompareTag("EnemyFist"))
|
||||
{
|
||||
if (poseDetector != null && poseDetector.IsPosing)
|
||||
Debug.Log($"🛡️ [パリィチェック] 敵の拳と接触。構え状態: {poseDetector.IsPosing}");
|
||||
|
||||
// 自分が「構え状態」のときだけパリィの成立チェックを行う
|
||||
if (poseDetector.IsPosing)
|
||||
{
|
||||
if (TryProcessParry(other)) return;
|
||||
// 1. ザコ敵(EnemyAI)へのパリィ判定
|
||||
EnemyAI enemyAI = other.GetComponentInParent<EnemyAI>();
|
||||
if (enemyAI != null)
|
||||
{
|
||||
enemyAI.TriggerParryStun(parryStunDuration);
|
||||
TriggerHaptics(parryHapticAmplitude, parryHapticDuration);
|
||||
Debug.Log($"🛡️ 【ジャストパリィ成功!】 敵の体勢を崩しました。");
|
||||
return; // ★本当のパリィ成功時のみ、ここで処理を終了する
|
||||
}
|
||||
|
||||
// 2. ボス(BossController)へのパリィ判定
|
||||
BossController boss = other.GetComponentInParent<BossController>();
|
||||
if (boss != null)
|
||||
{
|
||||
// ★リファクタリング:ボスが本当に攻撃中(Bite/Charge)で、パリィが成功した時だけ終了する
|
||||
if (boss.TriggerParryStun())
|
||||
{
|
||||
TriggerHaptics(parryHapticAmplitude, parryHapticDuration);
|
||||
Debug.Log("🛡️ 【ジャストパリィ成功!】 ボスの体勢を崩しました!");
|
||||
return; // ★本当のパリィ成功時のみ、ここで処理を終了する
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ─── ★ここが今回の核心(超重要リファクタリング) ───
|
||||
// 構え状態ではなかった場合、またはボスが攻撃中でなくパリィが不成立だった場合は、
|
||||
// 「プレイヤーが隙を狙って殴りに行った」とみなして、returnせずにそのまま下のパンチ処理へ流す!
|
||||
Debug.Log("🥊 パリィ不成立、または攻撃チャンス:通常のパンチダメージ処理へ移行します。");
|
||||
}
|
||||
// ────────────────────────────────────────────────────────────────────────
|
||||
|
||||
|
||||
// ========================================================================
|
||||
// 【パンチ攻撃の処理】
|
||||
// ========================================================================
|
||||
Debug.Log($"[InputSystem接触] {other.name} に触れました。センサー速度: {speed:F2} m/s");
|
||||
|
||||
if (speed >= minPunchSpeed)
|
||||
{
|
||||
ProcessPunchAttack(other, speed, velocity);
|
||||
IDamageble damageble = other.GetComponentInParent<IDamageble>();
|
||||
|
||||
if (damageble != null)
|
||||
{
|
||||
DamageInfo info = new DamageInfo();
|
||||
// 構えからパンチするとダメージ2倍、ゲージ取得度2倍
|
||||
if (poseDetector.IsPosing)
|
||||
{
|
||||
info.amount = (speed * damageMultiplier) * 2f;
|
||||
info.isPoseBonus = true;
|
||||
|
||||
if (PlayerStatusManager.Instance != null) PlayerStatusManager.Instance.AddGauge(20f);
|
||||
}
|
||||
else
|
||||
{
|
||||
info.amount = speed * damageMultiplier;
|
||||
info.isPoseBonus = false;
|
||||
|
||||
if (PlayerStatusManager.Instance != null) PlayerStatusManager.Instance.AddGauge(10f);
|
||||
}
|
||||
info.hitPosition = other.transform.position;
|
||||
info.punchDirection = velocity.normalized;
|
||||
|
||||
if (PlayerStatusManager.Instance != null)
|
||||
{
|
||||
info.amount *= PlayerStatusManager.Instance.CurrentAttackMultiplier;
|
||||
}
|
||||
|
||||
damageble.TakeDamage(info);
|
||||
|
||||
Debug.Log($"パンチ成功 ダメージ: {info.amount:F1}");
|
||||
|
||||
// 通常ヒットの振動を発生
|
||||
TriggerHaptics(hapticAmplitude, hapticDuration);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log($"スピードが足りません。必要: {minPunchSpeed} / 現在: {speed:F2}");
|
||||
}
|
||||
}
|
||||
|
||||
private bool TryProcessParry(Collider other)
|
||||
{
|
||||
EnemyAI enemyAI = other.GetComponentInParent<EnemyAI>();
|
||||
if (enemyAI != null)
|
||||
{
|
||||
enemyAI.TriggerParryStun(parryStunDuration);
|
||||
TriggerHaptics(parryHapticAmplitude, parryHapticDuration);
|
||||
return true;
|
||||
}
|
||||
|
||||
BossController boss = other.GetComponentInParent<BossController>();
|
||||
if (boss != null && boss.TriggerParryStun())
|
||||
{
|
||||
TriggerHaptics(parryHapticAmplitude, parryHapticDuration);
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
private void ProcessPunchAttack(Collider other, float speed, Vector3 velocity)
|
||||
{
|
||||
IDamageable damageable = other.GetComponentInParent<IDamageable>();
|
||||
if (damageable == null) return;
|
||||
|
||||
bool isPosing = poseDetector != null && poseDetector.IsPosing;
|
||||
|
||||
DamageInfo info = new DamageInfo
|
||||
{
|
||||
amount = speed * damageMultiplier * (isPosing ? 2f : 1f),
|
||||
isPoseBonus = isPosing,
|
||||
hitPosition = other.transform.position,
|
||||
punchDirection = velocity.normalized
|
||||
};
|
||||
|
||||
if (PlayerStatusManager.Instance != null)
|
||||
{
|
||||
PlayerStatusManager.Instance.AddGauge(isPosing ? 20f : 10f);
|
||||
info.amount *= PlayerStatusManager.Instance.Buffs.CurrentAttackMultiplier;
|
||||
}
|
||||
|
||||
damageable.TakeDamage(info);
|
||||
TriggerHaptics(hapticAmplitude, hapticDuration);
|
||||
}
|
||||
|
||||
/// 引数に応じて指定された強さと長さでコントローラーを振動させる
|
||||
private void TriggerHaptics(float amplitude, float duration)
|
||||
{
|
||||
// 明示的に UnityEngine.XR.InputDevice と指定して型衝突を回避
|
||||
UnityEngine.XR.InputDevice device = InputDevices.GetDeviceAtXRNode(controllerNode);
|
||||
if (device.isValid)
|
||||
{
|
||||
|
||||
@@ -1,60 +1,78 @@
|
||||
using UnityEngine;
|
||||
|
||||
// World Space Canvas をプレイヤーの真正面に移動させ、開いている間はプレイヤーの視点に滑らかに追従させるスクリプト
|
||||
public class VRUIDoorFaceFollow : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private Transform vrCameraTransform;
|
||||
|
||||
[Header("配置・追従パラメータ")]
|
||||
[Header("配置・追従のパラメータ")]
|
||||
[SerializeField] private float forwardDistance = 0.5f;
|
||||
[SerializeField] private float heightOffset = -0.1f;
|
||||
[SerializeField] private float followSpeed = 5.0f;
|
||||
|
||||
private bool wasActiveLastFrame;
|
||||
// 画面がアクティブ(表示)になった瞬間を検知するためのフラグ
|
||||
private bool wasActiveLastFrame = false;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
// カメラが未設定の場合は、シーン内からメインカメラを自動取得
|
||||
if (vrCameraTransform == null && Camera.main != null)
|
||||
{
|
||||
vrCameraTransform = Camera.main.transform;
|
||||
}
|
||||
}
|
||||
|
||||
// 全体の時間が止まっている(Time.timeScale = 0)間でも動作させるため、カメラ移動の後に実行される LateUpdate を使用します
|
||||
private void LateUpdate()
|
||||
{
|
||||
if (vrCameraTransform == null) return;
|
||||
|
||||
// このオブジェクト(UI画面)が有効化された「最初のフレーム」の処理
|
||||
if (!wasActiveLastFrame)
|
||||
{
|
||||
// 開いた瞬間は、プレイヤーの今の向きの「完全な正面」に瞬間移動させる(遅れてついてくるのを防ぐため)
|
||||
SetInitialPosition();
|
||||
wasActiveLastFrame = true;
|
||||
return;
|
||||
}
|
||||
|
||||
// 毎フレームの滑らかな追従処理
|
||||
SmoothFollowPlayer();
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
// 画面が閉じられたらフラグをリセットする
|
||||
wasActiveLastFrame = false;
|
||||
}
|
||||
|
||||
/// 画面が開いた瞬間に、プレイヤーの正面の正しい位置・向きに強制配置する
|
||||
private void SetInitialPosition()
|
||||
{
|
||||
// カメラの位置から、カメラが向いている正面方向に一定距離進んだ座標を計算
|
||||
Vector3 targetPosition = vrCameraTransform.position + (vrCameraTransform.forward * forwardDistance);
|
||||
targetPosition.y += heightOffset;
|
||||
targetPosition.y += heightOffset; // 高さを微調整
|
||||
|
||||
transform.position = targetPosition;
|
||||
|
||||
// 画面の向きをプレイヤー(カメラ)の方向に向ける(背を向けないようにする)
|
||||
// UIパネルがプレイヤー側を正面にするよう、LookAtの後に180度回転させて裏返りを防ぎます
|
||||
transform.LookAt(vrCameraTransform.position);
|
||||
transform.Rotate(0, 180, 0);
|
||||
}
|
||||
|
||||
/// プレイヤーが首を動かしたり移動したりした際、画面を滑らかについてこさせる
|
||||
private void SmoothFollowPlayer()
|
||||
{
|
||||
// 目的地(目標座標)の計算
|
||||
Vector3 targetPosition = vrCameraTransform.position + (vrCameraTransform.forward * forwardDistance);
|
||||
targetPosition.y += heightOffset;
|
||||
|
||||
// Time.timeScale = 0 でも動かすため、Time.unscaledDeltaTime を使用
|
||||
// 現在位置から目標位置まで滑らかに補間移動(Lerp)させる
|
||||
transform.position = Vector3.Lerp(transform.position, targetPosition, Time.unscaledDeltaTime * followSpeed);
|
||||
|
||||
// 向きも滑らかに補間(Slerp)してプレイヤーの方を向かせ続ける
|
||||
Quaternion targetRotation = Quaternion.LookRotation(transform.position - vrCameraTransform.position);
|
||||
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, Time.unscaledDeltaTime * followSpeed);
|
||||
}
|
||||
|
||||
@@ -1,47 +0,0 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class WorldPauseManager : MonoBehaviour
|
||||
{
|
||||
public static WorldPauseManager Instance { get; private set; }
|
||||
|
||||
private readonly HashSet<IPauseable> pauseables = new HashSet<IPauseable>();
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
if (Instance == null)
|
||||
{
|
||||
Instance = this;
|
||||
}
|
||||
else
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
public void Register(IPauseable pauseable)
|
||||
{
|
||||
if (pauseable != null) pauseables.Add(pauseable);
|
||||
}
|
||||
|
||||
public void Unregister(IPauseable pauseable)
|
||||
{
|
||||
if (pauseable != null) pauseables.Remove(pauseable);
|
||||
}
|
||||
|
||||
public void PauseWorld()
|
||||
{
|
||||
foreach (var p in pauseables)
|
||||
{
|
||||
p?.Pause();
|
||||
}
|
||||
}
|
||||
|
||||
public void ResumeWorld()
|
||||
{
|
||||
foreach (var p in pauseables)
|
||||
{
|
||||
p?.Resume();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6f00095a3e63cc440be35394ad49b505
|
||||
@@ -7,7 +7,6 @@
|
||||
"com.unity.inputsystem": "1.17.0",
|
||||
"com.unity.learn.iet-framework": "5.0.3",
|
||||
"com.unity.multiplayer.center": "1.0.1",
|
||||
"com.unity.recorder": "5.1.6",
|
||||
"com.unity.render-pipelines.universal": "17.3.0",
|
||||
"com.unity.timeline": "1.8.12",
|
||||
"com.unity.visualeffectgraph": "17.3.0",
|
||||
|
||||
@@ -15,15 +15,6 @@
|
||||
},
|
||||
"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": {
|
||||
"version": "1.8.27",
|
||||
"depth": 2,
|
||||
@@ -36,7 +27,7 @@
|
||||
},
|
||||
"com.unity.collections": {
|
||||
"version": "2.6.2",
|
||||
"depth": 1,
|
||||
"depth": 2,
|
||||
"source": "registry",
|
||||
"dependencies": {
|
||||
"com.unity.burst": "1.8.23",
|
||||
@@ -127,7 +118,7 @@
|
||||
},
|
||||
"com.unity.nuget.mono-cecil": {
|
||||
"version": "1.11.6",
|
||||
"depth": 2,
|
||||
"depth": 3,
|
||||
"source": "registry",
|
||||
"dependencies": {},
|
||||
"url": "https://packages.unity.com"
|
||||
@@ -139,17 +130,6 @@
|
||||
"dependencies": {},
|
||||
"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": {
|
||||
"version": "17.3.0",
|
||||
"depth": 1,
|
||||
@@ -217,7 +197,7 @@
|
||||
},
|
||||
"com.unity.test-framework.performance": {
|
||||
"version": "3.2.0",
|
||||
"depth": 2,
|
||||
"depth": 3,
|
||||
"source": "registry",
|
||||
"dependencies": {
|
||||
"com.unity.test-framework": "1.1.33",
|
||||
|
||||
@@ -5,9 +5,6 @@ EditorBuildSettings:
|
||||
m_ObjectHideFlags: 0
|
||||
serializedVersion: 2
|
||||
m_Scenes:
|
||||
- enabled: 1
|
||||
path: Assets/_Scenes/StartScene.unity
|
||||
guid: ef443f0333a244a26b06718135d3c98f
|
||||
- enabled: 1
|
||||
path: Assets/_Scenes/GameScene.unity
|
||||
guid: c224a272a4be6c6428cb5ed452dca7c5
|
||||
|
||||