Files
VRProject/Assets/_Scripts/CodingModeManager.cs
2026-07-21 12:28:09 +09:00

108 lines
4.3 KiB
C#
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
using UnityEngine;
using UnityEngine.XR.Interaction.Toolkit;
using UnityEngine.XR.Interaction.Toolkit.Interactors;
public class CodingModeManager : MonoBehaviour
{
[Header("ソケットスロットの設定")]
[Tooltip("台座に配置した Slot_A の XRSocketInteractor を指定してください")]
[SerializeField] private XRSocketInteractor socketA;
[Tooltip("台座に配置した Slot_B の XRSocketInteractor を指定してください")]
[SerializeField] private XRSocketInteractor socketB;
[Header("XR Interaction Toolkit 移動系コンポーネント")]
[Tooltip("Continuous Move Provider などの移動スクリプトをアタッチ")]
[SerializeField] private Behaviour moveProvider;
[Tooltip("Snap Turn Provider や Continuous Turn Provider などの旋回スクリプトをアタッチ")]
[SerializeField] private Behaviour turnProvider;
public bool IsCodingModeActive { get; private set; } = false;
private void OnEnable()
{
// ソケットにオブジェクトが「ハメ込まれた瞬間」のイベントを登録
if (socketA != null) socketA.selectEntered.AddListener(OnSocketAEntered);
if (socketB != null) socketB.selectEntered.AddListener(OnSocketBEntered);
}
private void OnDisable()
{
// イベントの登録解除
if (socketA != null) socketA.selectEntered.RemoveListener(OnSocketAEntered);
if (socketB != null) socketB.selectEntered.RemoveListener(OnSocketBEntered);
}
// Slot_A に何かがハメ込まれた時のコールバック
private void OnSocketAEntered(SelectEnterEventArgs args)
{
CheckPuzzleCompletion();
}
// Slot_B に何かがハメ込まれた時のコールバック
private void OnSocketBEntered(SelectEnterEventArgs args)
{
CheckPuzzleCompletion();
}
private void CheckPuzzleCompletion()
{
if (socketA == null || socketB == null) return;
// 両方のソケットがオブジェクトを保持hasSelectionしているか確認
if (socketA.hasSelection && socketB.hasSelection)
{
// ハメ込まれているオブジェクトInteractableを取得
var objA = socketA.firstInteractableSelected;
var objB = socketB.firstInteractableSelected;
if (objA != null && objB != null)
{
// オブジェクトの名前から、どのバフ四角形かを判別する文字列を抽出
string buff1 = GetBuffNameFromObjectName(objA.transform.gameObject.name);
string buff2 = GetBuffNameFromObjectName(objB.transform.gameObject.name);
Debug.Log($"💻 パズル連結完了! 検出されたコンボ: [{buff1}] + [{buff2}]");
ClearSockets();
// PlayerStatusManagerにバフを適用させ、時間停止を解除してプレイ画面に戻る
if (PlayerStatusManager.Instance != null)
{
//PlayerStatusManager.Instance.ApplyBuffsAndResume(buff1, buff2);
}
}
}
}
private string GetBuffNameFromObjectName(string objName)
{
if (objName.Contains("AttackUp")) return "AttackUp";
if (objName.Contains("DefenseUp")) return "DefenseUp";
if (objName.Contains("Heal")) return "Heal";
return "Unknown";
}
private void ClearSockets()
{
if (socketA.firstInteractableSelected != null)
{
socketA.firstInteractableSelected.transform.position = transform.position + (transform.forward * -0.2f);
}
if (socketB.firstInteractableSelected != null)
{
socketB.firstInteractableSelected.transform.position = transform.position + (transform.forward * -0.2f) + (transform.right * 0.1f);
}
}
public void ToggleCodingMode()
{
IsCodingModeActive = !IsCodingModeActive;
// CodingModeが有効trueなら、enabled を false にして足止めする
if (moveProvider != null) moveProvider.enabled = !IsCodingModeActive;
if (turnProvider != null) turnProvider.enabled = !IsCodingModeActive;
Debug.Log($"💻 CodingMode: {(IsCodingModeActive ? "ON ()" : "OFF ()")}");
}
}