360 lines
13 KiB
C#
360 lines
13 KiB
C#
using UnityEngine;
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// ==========================================
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// ■ STATE: IDLE (待機状態)
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// ==========================================
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public class SpiderIdleState : ISpiderState
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{
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private BossController boss;
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public SpiderIdleState(BossController owner) => boss = owner;
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public void EnterState() => boss.Anim.SetTrigger("Idle");
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public void ExitState() { }
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public void UpdateState()
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{
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if (boss.Player == null) return;
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// プレイヤーを検知したら即座に追跡へ
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if (Vector3.Distance(boss.transform.position, boss.Player.position) <= boss.chaseRange)
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{
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boss.ChangeState<SpiderChaseState>();
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}
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}
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}
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// ==========================================
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// ■ STATE: CHASE (追跡・行動分岐状態)
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// ==========================================
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// ==========================================
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// ■ STATE: CHASE (追跡・行動分岐状態) - 13x13ステージ最適化版
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// ==========================================
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// ==========================================
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// ■ STATE: CHASE (遠距離即座突進・最適化版)
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// ==========================================
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public class SpiderChaseState : ISpiderState
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{
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private BossController boss;
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public SpiderChaseState(BossController owner) => boss = owner;
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public void EnterState() => boss.Agent.isStopped = false;
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public void ExitState() => boss.Agent.isStopped = true;
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public void UpdateState()
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{
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if (boss.Player == null) return;
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float distance = Vector3.Distance(boss.transform.position, boss.Player.position);
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// ─── ★最優先判定:遠距離(6m以上)かつクールダウン終了 ➔ 1歩も歩かずに即突進 ───
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if (distance >= boss.chargeMinimumDistance && boss.ChargeCooldownTimer <= 0f)
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{
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boss.ChangeState<SpiderChargeState>();
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return; // 移行したので以下の歩き処理は実行しない
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}
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// 判定2:至近距離(2.5m以内)➔ 通常噛みつき
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if (distance <= boss.biteRange)
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{
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boss.ChangeState<SpiderBiteState>();
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return;
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}
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// 判定3:中間距離(2.5m~6m)、または遠距離だけどクールダウン中の場合
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// 💡 ここで初めて「通常歩き(Walk)」でじりじりとプレイヤーに近づきます
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boss.Agent.SetDestination(boss.Player.position);
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boss.Anim.SetFloat("Speed", boss.Agent.velocity.magnitude);
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}
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}
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// ==========================================
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// ■ STATE: BITE (通常噛みつき - パリィ可)
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// ==========================================
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public class SpiderBiteState : ISpiderState
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{
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private BossController boss;
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private float stateTimer;
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public SpiderBiteState(BossController owner) => boss = owner;
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public void EnterState()
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{
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stateTimer = 1.5f; // 攻撃アニメーションの想定想定想定
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boss.Anim.SetTrigger("Attack_Bite");
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Debug.Log("🎯 蜘蛛ボス:噛みつき攻撃!(パリィ受付中)");
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}
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public void ExitState() { }
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public void UpdateState()
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{
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stateTimer -= Time.deltaTime;
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if (stateTimer <= 0f)
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{
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// 攻撃が終わったら、フェーズ移行チェックを挟みつつ追跡に戻る
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if (boss.PendingUltimate) boss.ChangeState<SpiderJumpToCeilingState>();
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else boss.ChangeState<SpiderChaseState>();
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}
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}
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}
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// ==========================================
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// ■ STATE: CHARGE (走って体当たり突進 - パリィ可)
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// ==========================================
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// ==========================================
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// ■ STATE: CHARGE (咆哮・溜めロック ➔ ロケット発射)
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// ==========================================
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public class SpiderChargeState : ISpiderState
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{
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private BossController boss;
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private float roarTimer;
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private float chargeTimer;
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private Vector3 chargeDirection;
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private bool isChargingPhase;
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public SpiderChargeState(BossController owner) => boss = owner;
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public void EnterState()
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{
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roarTimer = 1.5f; // 咆哮・溜めロックの時間(1.5秒)
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chargeTimer = boss.chargeDuration;
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isChargingPhase = false;
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boss.Agent.enabled = false; // その場に固定するためNavMeshを即オフ
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boss.ResetChargeCooldown(); // 突進のクールダウンを開始
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// 1. 遠距離を検知した「その場」で、即座に咆哮威嚇を再生
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boss.Anim.SetTrigger("Attack_Roar");
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Debug.Log("🔊 蜘蛛ボス:【遠距離検知】その場で咆哮・突進の溜めを開始!");
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}
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public void ExitState()
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{
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boss.Anim.SetBool("IsCharging", false);
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boss.Agent.enabled = true;
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}
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public void UpdateState()
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{
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// ─── フェーズ1:咆哮・溜め(動かずプレイヤーの方向を完全にロック) ───
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if (!isChargingPhase)
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{
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roarTimer -= Time.deltaTime;
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// プレイヤーが動いても、突進直前までずーーっとその方向を向いてロックオンし続ける
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if (boss.Player != null)
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{
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Vector3 lookDir = (boss.Player.position - boss.transform.position).normalized;
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lookDir.y = 0;
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if (lookDir != Vector3.zero)
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{
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// 凄まじい速度でプレイヤーを正面に捉え続ける
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boss.transform.rotation = Quaternion.Slerp(boss.transform.rotation, Quaternion.LookRotation(lookDir), Time.deltaTime * 10f);
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}
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}
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// 溜め時間が終わったら「発射」
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if (roarTimer <= 0f)
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{
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isChargingPhase = true;
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boss.Anim.SetTrigger("ChargeStart");
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boss.Anim.SetBool("IsCharging", true);
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// 発射した瞬間のプレイヤーのベクトルを最終確定(ロック完了)
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if (boss.Player != null)
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{
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chargeDirection = (boss.Player.position - boss.transform.position).normalized;
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chargeDirection.y = 0;
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boss.transform.rotation = Quaternion.LookRotation(chargeDirection);
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}
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Debug.Log("🚀 蜘蛛ボス:ロックオン完了、全速力で発射!");
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}
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return;
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}
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// ─── フェーズ2:発射(端から端まで全速力ダッシュ) ───
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// 【安全対策:レイキャストによる壁検知】
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// 13x13ステージの端(壁や柱)に激突してめり込むのを防ぐため、ボスの目の前1.5mに障害物がないかチェック
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Ray ray = new Ray(boss.transform.position + Vector3.up * 0.5f, chargeDirection);
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if (Physics.Raycast(ray, 1.5f))
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{
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Debug.Log("🔒 蜘蛛ボス:ステージの端(壁)を検知したため、突進を安全に終了します。");
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boss.ChangeState<SpiderChaseState>();
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return;
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}
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// 全速力で直線移動
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boss.transform.position += chargeDirection * boss.chargeSpeed * Time.deltaTime;
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chargeTimer -= Time.deltaTime;
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if (chargeTimer <= 0f)
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{
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// 時間を駆け抜けたら追跡に戻る
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boss.ChangeState<SpiderChaseState>();
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}
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}
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}
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// ==========================================
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// ■ STATE: JUMP TO CEILING (天井への大ジャンプ)
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// ==========================================
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public class SpiderJumpToCeilingState : ISpiderState
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{
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private BossController boss;
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private float roarTimer;
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private float jumpProgress;
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private Vector3 startPos;
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private bool isJumpingPhase;
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public SpiderJumpToCeilingState(BossController owner) => boss = owner;
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public void EnterState()
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{
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roarTimer = 2.0f; // ★天井に飛ぶ前の大威嚇の時間 (2.0秒)
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jumpProgress = 0f;
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startPos = boss.transform.position;
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isJumpingPhase = false;
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boss.Agent.enabled = false;
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// 1. 必殺技移行を知らせる威嚇の咆哮
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boss.Anim.SetTrigger("Attack_Roar");
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Debug.Log("🚨 蜘蛛ボス:必殺技前の一大威嚇(咆哮)! このあと天井へ飛びます。");
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}
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public void ExitState() { }
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public void UpdateState()
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{
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// フェーズ1:飛び立つ前の威嚇ポーズ(その場で足止め)
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if (!isJumpingPhase)
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{
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roarTimer -= Time.deltaTime;
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if (roarTimer <= 0f)
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{
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isJumpingPhase = true;
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boss.Anim.SetTrigger("JumpUp"); // ジャンプアニメーションへ
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}
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return;
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}
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// フェーズ2:本来の大ジャンプ空中移動
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if (boss.ceilingAnchor == null) return;
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jumpProgress += Time.unscaledDeltaTime * 1.5f;
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Vector3 currentPos = Vector3.Lerp(startPos, boss.ceilingAnchor.position, jumpProgress);
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currentPos.y += Mathf.Sin(jumpProgress * Mathf.PI) * 3f;
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boss.transform.position = currentPos;
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if (jumpProgress >= 1f)
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{
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boss.transform.position = boss.ceilingAnchor.position;
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boss.ChangeState<SpiderCeilingAttackState>();
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}
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}
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}
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// ==========================================
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// ■ STATE: CEILING ATTACK (必殺技:天井糸吐き)
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// ==========================================
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public class SpiderCeilingAttackState : ISpiderState
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{
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private BossController boss;
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private float stateDuration = 7.0f; // 必殺技全体の長さ(秒)
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private float shotInterval = 0.4f; // 糸を降らせる間隔
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private float timer = 0f;
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private float shotTimer = 0f;
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public SpiderCeilingAttackState(BossController owner) => boss = owner;
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public void EnterState()
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{
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timer = stateDuration;
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shotTimer = 0f;
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boss.Anim.SetBool("IsOnCeiling", true);
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boss.PendingUltimate = false; // 発動権を消化
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Debug.Log("🕸️ 蜘蛛ボス:天井から無数の糸を乱射中!");
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}
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public void ExitState()
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{
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boss.Anim.SetBool("IsOnCeiling", false);
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// 地上の着地座標へ位置をリセットしてNavMeshを復帰
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if (boss.groundAnchor != null) boss.transform.position = boss.groundAnchor.position;
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boss.Agent.enabled = true;
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boss.Anim.SetTrigger("Land");
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}
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public void UpdateState()
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{
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timer -= Time.deltaTime;
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shotTimer -= Time.deltaTime;
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if (shotTimer <= 0f)
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{
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ExecuteRandomWebAttack();
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shotTimer = shotInterval;
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}
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// 時間が来たら、地上へ復帰
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if (timer <= 0f)
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{
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boss.ChangeState<SpiderChaseState>();
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}
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}
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private void ExecuteRandomWebAttack()
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{
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// ボスの中央(地上座標)を基準に、ランダムな円内に糸を降らせる
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Vector2 randomCircle = Random.insideUnitCircle * boss.attackRadius;
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Vector3 targetGroundPos = new Vector3(
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boss.groundAnchor.position.x + randomCircle.x,
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boss.groundAnchor.position.y,
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boss.groundAnchor.position.z + randomCircle.y
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);
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// 予兆を出し、1.0秒後に2.5秒間残る糸を生成する
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boss.SpawnWarningAndWeb(targetGroundPos, 1.0f, 2.5f);
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}
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}
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// ==========================================
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// ■ STATE: STUN (チャンスタイム - パリィ成功時)
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// ==========================================
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public class SpiderStunState : ISpiderState
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{
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private BossController boss;
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private float stunTimer;
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public SpiderStunState(BossController owner) => boss = owner;
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public void EnterState()
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{
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stunTimer = 4.0f; // 4秒間の完全な無防備状態(チャンスタイム)
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boss.Anim.SetTrigger("StunStart");
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boss.Anim.SetBool("IsStunned", true);
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if (boss.Agent.enabled) boss.Agent.isStopped = true;
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Debug.Log("🛡️ パリィ成功! 蜘蛛ボスがひっくり返ってスタン中! チャンスタイム!");
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}
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public void ExitState()
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{
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boss.Anim.SetBool("IsStunned", false);
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if (boss.Agent.enabled) boss.Agent.isStopped = false;
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}
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public void UpdateState()
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{
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stunTimer -= Time.deltaTime;
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if (stunTimer <= 0f)
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{
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// スンが明けたら、もしHPトリガーが裏で引かれていれば優先して天井へ
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if (boss.PendingUltimate) boss.ChangeState<SpiderJumpToCeilingState>();
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else boss.ChangeState<SpiderChaseState>();
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}
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}
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} |