Files
VRProject/Assets/Scripts/PlayerStatusManager.cs
KawakamiKento d900c0aa47 パリィ完成
2026-06-04 16:31:25 +09:00

116 lines
2.8 KiB
C#

using UnityEngine;
using UnityEngine.InputSystem;
public class PlayerStatusManager : MonoBehaviour
{
public static PlayerStatusManager Instance { get; private set;}
[SerializeField] private InputActionProperty zlButtonAction;
[SerializeField] private InputActionProperty zrButtonAction;
[SerializeField] private float maxGauge = 100f;
[SerializeField] private float currentGauge = 0f;
[SerializeField] private GameObject codingModeUI;
private bool isCodingMode = false;
void Awake()
{
if(Instance == null)
{
Instance = this;
}
else
{
Destroy(gameObject);
}
}
private void OnEnable()
{
if(zlButtonAction.action != null) zlButtonAction.action.Enable();
if(zrButtonAction.action != null) zrButtonAction.action.Enable();
}
private void OnDisable()
{
if(zlButtonAction.action != null) zlButtonAction.action.Disable();
if(zrButtonAction.action != null) zrButtonAction.action.Disable();
}
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
if(codingModeUI != null)
{
codingModeUI.SetActive(false);
}
}
// Update is called once per frame
void Update()
{
CheckComboInput();
}
public void AddGauge(float amout)
{
if(isCodingMode) return;
currentGauge += amout;
currentGauge = Mathf.Clamp(currentGauge, 0f, maxGauge);
}
private void CheckComboInput()
{
if(zlButtonAction.action == null || zrButtonAction.action ==null) return;
bool zlPressed = zlButtonAction.action.triggered && zlButtonAction.action.ReadValue<float>() > 0.5f;
bool zrPressed = zlButtonAction.action.triggered && zrButtonAction.action.ReadValue<float>() > 0.5f;
if(!isCodingMode && currentGauge >= maxGauge)
{
if((zlPressed && zrButtonAction.action.ReadValue<float>() > 0.5f) ||
(zrPressed && zlButtonAction.action.ReadValue<float>() > 0.5f))
{
StartCodingMode();
}
}
else if(isCodingMode)
{
if((zlPressed && zrButtonAction.action.ReadValue<float>() > 0.5f) ||
(zrPressed && zlButtonAction.action.ReadValue<float>() > 0.5f))
{
EndCodingMode();
}
}
}
private void StartCodingMode()
{
isCodingMode = true;
Time.timeScale = 0f;
if(codingModeUI != null)
{
codingModeUI.SetActive(true);
}
}
private void EndCodingMode()
{
isCodingMode = false;
Time.timeScale = 1f;
if(codingModeUI != null)
{
codingModeUI.SetActive(false);
}
currentGauge = 0f;
}
}