Files
VRProject/Assets/_Scripts/PuzzleBlock.cs
ohgushiyuga 2f47302b9e Hpbar
2026-07-22 16:20:19 +09:00

105 lines
3.1 KiB
C#

using UnityEngine;
using System.Collections.Generic;
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; }
// 原点(0,0)を基準としたブロックのマス配置データ
public List<Vector2Int> LocalCells { get; private set; } = new List<Vector2Int>();
private PuzzleGridBoard currentBoard;
private bool isGrabbed = false;
private void Awake()
{
InitializeShapeCells();
}
private void InitializeShapeCells()
{
LocalCells.Clear();
if (ShapeType == BlockShapeType.TShape)
{
LocalCells.Add(new Vector2Int(0, 0));
LocalCells.Add(new Vector2Int(0, 1));
LocalCells.Add(new Vector2Int(0, 2));
LocalCells.Add(new Vector2Int(1, 1));
}
else if (ShapeType == BlockShapeType.CShape)
{
LocalCells.Add(new Vector2Int(0, 0));
LocalCells.Add(new Vector2Int(1, 0));
LocalCells.Add(new Vector2Int(0, 1));
LocalCells.Add(new Vector2Int(0, 2));
LocalCells.Add(new Vector2Int(1, 2));
}
}
public List<Vector2Int> GetRotatedCells()
{
List<Vector2Int> rotated = new List<Vector2Int>();
// 現在のY回転を90度単位に丸める (0, 1, 2, 3)
int steps = Mathf.RoundToInt(transform.eulerAngles.y / 180f) % 4;
if (steps < 0) steps += 4;
foreach (var cell in LocalCells)
{
Vector2Int c = cell;
for (int i = 0; i < steps; i++)
{
// 時計回りに90度回転: (x, y) -> (y, -x)
c = new Vector2Int(c.y, -c.x);
}
rotated.Add(c);
}
return rotated;
}
public void OnGrabbed()
{
isGrabbed = true;
if (currentBoard != null)
{
currentBoard.RemoveBlock(this);
currentBoard = null;
}
}
// PuzzleBlock.cs 内に以下を追加・修正
private PuzzleGridBoard overlappingBoard;
private void OnTriggerEnter(Collider other)
{
var board = other.GetComponentInParent<PuzzleGridBoard>();
if (board != null) overlappingBoard = board;
}
private void OnTriggerExit(Collider other)
{
var board = other.GetComponentInParent<PuzzleGridBoard>();
if (board == overlappingBoard) overlappingBoard = null;
}
// 引数なしで呼べるように変更
public void OnReleased()
{
isGrabbed = false;
// 1. 手の傾きを最も近い90度単位にスナップ補正
Vector3 currentEuler = transform.eulerAngles;
float snappedY = Mathf.Round(currentEuler.y / 90f) * 90f;
transform.rotation = Quaternion.Euler(0f, snappedY, 0f);
// 2. 近くにある盤面へのセットを試みる
if (overlappingBoard != null && overlappingBoard.TryPlaceBlock(this))
{
currentBoard = overlappingBoard;
}
}
}