174 lines
5.8 KiB
C#
174 lines
5.8 KiB
C#
using UnityEngine;
|
||
using UnityEngine.InputSystem;
|
||
using System.Collections.Generic;
|
||
|
||
public class PlayerStatusManager : MonoBehaviour
|
||
{
|
||
public static PlayerStatusManager Instance { get; private set; }
|
||
|
||
[Header("Codingモード用 入力設定")]
|
||
[SerializeField] private InputActionProperty zlButtonAction;
|
||
[SerializeField] private InputActionProperty zrButtonAction;
|
||
|
||
[Header("ゲージ設定")]
|
||
[SerializeField] private float maxGauge = 100f;
|
||
[SerializeField] private float currentGauge = 0f;
|
||
|
||
[Header("表示UI設定")]
|
||
[Tooltip("ミニゲーム画面をまとめている親オブジェクトを指定してください")]
|
||
[SerializeField] private GameObject codingModeUI;
|
||
|
||
[Header("バフパラメータ設定")]
|
||
[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 = 0f;
|
||
private float defenseBuffTimer = 0f;
|
||
private bool isCodingMode = false;
|
||
|
||
public bool IsAttackBuffActive => attackBuffTimer > 0f;
|
||
public bool IsDefenseBuffActive => defenseBuffTimer > 0f;
|
||
public float CurrentAttackMultiplier => IsAttackBuffActive ? attackBuffMultiplier : 1.0f;
|
||
public float CurrentDefenseMultiplier => IsDefenseBuffActive ? defenseBuffMultiplier : 1.0f;
|
||
|
||
private 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();
|
||
}
|
||
|
||
private void Start()
|
||
{
|
||
if (codingModeUI != null) codingModeUI.SetActive(false);
|
||
}
|
||
|
||
private void Update()
|
||
{
|
||
CheckComboInput();
|
||
|
||
if (!isCodingMode)
|
||
{
|
||
UpdateBuffTimers();
|
||
}
|
||
}
|
||
|
||
public void AddGauge(float amount)
|
||
{
|
||
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 zlPressed = zlButtonAction.action.triggered && zlButtonAction.action.ReadValue<float>() > 0.5f;
|
||
bool zrPressed = zrButtonAction.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();
|
||
}
|
||
}
|
||
}
|
||
|
||
private void StartCodingMode()
|
||
{
|
||
isCodingMode = true;
|
||
Time.timeScale = 0f; // 時間停止
|
||
|
||
if (codingModeUI != null)
|
||
{
|
||
codingModeUI.SetActive(true);
|
||
// ★新設:画面が開いた瞬間にミニゲームの盤面をランダム生成してリセットする
|
||
CodingModeGridManager gridManager = codingModeUI.GetComponentInChildren<CodingModeGridManager>();
|
||
if (gridManager != null) gridManager.ResetAndGenerateMinigame();
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// ★ミニゲームクリア時:獲得したバフリストをすべて適用して現実世界を再開する
|
||
/// </summary>
|
||
public void CompleteCodingMode(List<string> earnedBuffs)
|
||
{
|
||
Debug.Log("💻 【ハッキング成功】 ミニゲームクリア!現実世界に復帰します。");
|
||
|
||
foreach (string buff in earnedBuffs)
|
||
{
|
||
ActivateBuffByName(buff);
|
||
}
|
||
|
||
ResumeGameplay();
|
||
}
|
||
|
||
/// <summary>
|
||
/// ★ミニゲーム失敗時:失敗ゾーン接触による強制終了処理(バフなしで復帰)
|
||
/// </summary>
|
||
public void FailCodingMode()
|
||
{
|
||
Debug.Log("🚨 【ハッキング強制失敗】 失敗ゾーンに接触しました。バフなしで復帰します。");
|
||
ResumeGameplay();
|
||
}
|
||
|
||
private void ResumeGameplay()
|
||
{
|
||
isCodingMode = false;
|
||
Time.timeScale = 1f; // 時間再開
|
||
|
||
if (codingModeUI != null) codingModeUI.SetActive(false);
|
||
currentGauge = 0f; // ゲージ消費
|
||
}
|
||
|
||
private void ActivateBuffByName(string buffName)
|
||
{
|
||
switch (buffName)
|
||
{
|
||
case "AttackUp":
|
||
attackBuffTimer = buffDuration;
|
||
Debug.Log($"⚔️ 攻撃力UPが適用されました。効果時間: {buffDuration}秒");
|
||
break;
|
||
case "DefenseUp":
|
||
defenseBuffTimer = buffDuration;
|
||
Debug.Log($"🛡️ 防御力UPが適用されました。効果時間: {buffDuration}秒");
|
||
break;
|
||
case "Heal":
|
||
Debug.Log($"💚 HP回復が適用されました。回復量: {hpHealAmount}");
|
||
// ※将来の拡張:PlayerHealth.Instance.Heal(hpHealAmount);
|
||
break;
|
||
}
|
||
}
|
||
|
||
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。");
|
||
}
|
||
}
|
||
} |