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2898367702114304 + m_Key: Equip + m_Metadata: + m_Items: [] + - m_Id: 2898428456607744 + m_Key: Shortcut + m_Metadata: + m_Items: [] m_Metadata: m_Items: [] m_KeyGenerator: diff --git a/src/Game.Client/Assets/Localization/Tables/String/Interactions Shared Data.asset.meta b/src/Game.Client/Assets/Localization/Tables/String/ContextActions Shared Data.asset.meta similarity index 100% rename from src/Game.Client/Assets/Localization/Tables/String/Interactions Shared Data.asset.meta rename to src/Game.Client/Assets/Localization/Tables/String/ContextActions Shared Data.asset.meta diff --git a/src/Game.Client/Assets/Localization/Tables/String/Interactions.asset b/src/Game.Client/Assets/Localization/Tables/String/ContextActions.asset similarity index 96% rename from src/Game.Client/Assets/Localization/Tables/String/Interactions.asset rename to src/Game.Client/Assets/Localization/Tables/String/ContextActions.asset index a809d35c6..8e00aeabd 100644 --- a/src/Game.Client/Assets/Localization/Tables/String/Interactions.asset +++ b/src/Game.Client/Assets/Localization/Tables/String/ContextActions.asset @@ -10,7 +10,7 @@ MonoBehaviour: m_Enabled: 1 m_EditorHideFlags: 0 m_Script: {fileID: 11500000, guid: 5be51871efa6c3e4eae1703925c8f5ac, type: 3} - m_Name: Interactions + m_Name: ContextActions m_EditorClassIdentifier: Unity.Localization.Editor::UnityEditor.Localization.StringTableCollection m_SharedTableData: {fileID: 11400000, guid: f107895dd8568a3429e53377b860ba22, type: 2} m_Tables: diff --git a/src/Game.Client/Assets/Localization/Tables/String/Interactions.asset.meta b/src/Game.Client/Assets/Localization/Tables/String/ContextActions.asset.meta similarity index 100% rename from src/Game.Client/Assets/Localization/Tables/String/Interactions.asset.meta rename to src/Game.Client/Assets/Localization/Tables/String/ContextActions.asset.meta diff --git a/src/Game.Client/Assets/Localization/Tables/String/Interactions_en.asset b/src/Game.Client/Assets/Localization/Tables/String/ContextActions_en.asset similarity index 69% rename from src/Game.Client/Assets/Localization/Tables/String/Interactions_en.asset rename to src/Game.Client/Assets/Localization/Tables/String/ContextActions_en.asset index f0bbef9e8..511777185 100644 --- a/src/Game.Client/Assets/Localization/Tables/String/Interactions_en.asset +++ b/src/Game.Client/Assets/Localization/Tables/String/ContextActions_en.asset @@ -10,7 +10,7 @@ MonoBehaviour: m_Enabled: 1 m_EditorHideFlags: 0 m_Script: {fileID: 11500000, guid: e9620f8c34305754d8cc9a7e49e852d9, type: 3} - m_Name: Interactions_en + m_Name: ContextActions_en m_EditorClassIdentifier: Unity.Localization::UnityEngine.Localization.Tables.StringTable m_LocaleId: m_Code: en @@ -38,6 +38,26 @@ MonoBehaviour: m_Localized: Move m_Metadata: m_Items: [] + - m_Id: 2898208406642688 + m_Localized: Use + m_Metadata: + m_Items: [] + - m_Id: 2898278426353664 + m_Localized: Inspect + m_Metadata: + m_Items: [] + - m_Id: 2898314728054784 + m_Localized: Discard + m_Metadata: + m_Items: [] + - m_Id: 2898367702114304 + m_Localized: Equip + m_Metadata: + m_Items: [] + - m_Id: 2898428456607744 + m_Localized: Shortcut + m_Metadata: + m_Items: [] references: version: 2 RefIds: [] diff --git a/src/Game.Client/Assets/Localization/Tables/String/Interactions_en.asset.meta b/src/Game.Client/Assets/Localization/Tables/String/ContextActions_en.asset.meta similarity index 100% rename from src/Game.Client/Assets/Localization/Tables/String/Interactions_en.asset.meta rename to src/Game.Client/Assets/Localization/Tables/String/ContextActions_en.asset.meta diff --git a/src/Game.Client/Assets/Localization/Tables/String/Interactions_ja.asset b/src/Game.Client/Assets/Localization/Tables/String/ContextActions_ja.asset similarity index 67% rename from src/Game.Client/Assets/Localization/Tables/String/Interactions_ja.asset rename to src/Game.Client/Assets/Localization/Tables/String/ContextActions_ja.asset index 35a06678d..a4c9727aa 100644 --- a/src/Game.Client/Assets/Localization/Tables/String/Interactions_ja.asset +++ b/src/Game.Client/Assets/Localization/Tables/String/ContextActions_ja.asset @@ -10,7 +10,7 @@ MonoBehaviour: m_Enabled: 1 m_EditorHideFlags: 0 m_Script: {fileID: 11500000, guid: e9620f8c34305754d8cc9a7e49e852d9, type: 3} - m_Name: Interactions_ja + m_Name: ContextActions_ja m_EditorClassIdentifier: Unity.Localization::UnityEngine.Localization.Tables.StringTable m_LocaleId: m_Code: ja @@ -38,6 +38,26 @@ MonoBehaviour: m_Localized: "\u52D5\u304B\u3059" m_Metadata: m_Items: [] + - m_Id: 2898208406642688 + m_Localized: "\u4F7F\u3046" + m_Metadata: + m_Items: [] + - m_Id: 2898278426353664 + m_Localized: "\u8ABF\u3079\u308B" + m_Metadata: + m_Items: [] + - m_Id: 2898314728054784 + m_Localized: "\u6368\u3066\u308B" + m_Metadata: + m_Items: [] + - m_Id: 2898367702114304 + m_Localized: "\u88C5\u5099\u3059\u308B" + m_Metadata: + m_Items: [] + - m_Id: 2898428456607744 + m_Localized: "\u30B7\u30E7\u30FC\u30C8\u30AB\u30C3\u30C8" + m_Metadata: + m_Items: [] references: version: 2 RefIds: [] diff --git a/src/Game.Client/Assets/Localization/Tables/String/Interactions_ja.asset.meta b/src/Game.Client/Assets/Localization/Tables/String/ContextActions_ja.asset.meta similarity index 100% rename from src/Game.Client/Assets/Localization/Tables/String/Interactions_ja.asset.meta rename to src/Game.Client/Assets/Localization/Tables/String/ContextActions_ja.asset.meta diff --git a/src/Game.Client/Assets/Localization/Tables/String/Options Shared Data.asset b/src/Game.Client/Assets/Localization/Tables/String/UITexts Shared Data.asset similarity index 92% rename from src/Game.Client/Assets/Localization/Tables/String/Options Shared Data.asset rename to src/Game.Client/Assets/Localization/Tables/String/UITexts Shared Data.asset index 0b4fa206c..5c5b74c4f 100644 --- a/src/Game.Client/Assets/Localization/Tables/String/Options Shared Data.asset +++ b/src/Game.Client/Assets/Localization/Tables/String/UITexts Shared Data.asset @@ -10,9 +10,9 @@ MonoBehaviour: m_Enabled: 1 m_EditorHideFlags: 0 m_Script: {fileID: 11500000, guid: 5b11a58205ec3474ca216360e9fa74a8, type: 3} - m_Name: Options Shared Data + m_Name: UITexts Shared Data m_EditorClassIdentifier: Unity.Localization::UnityEngine.Localization.Tables.SharedTableData - m_TableCollectionName: Options + m_TableCollectionName: UITexts m_TableCollectionNameGuidString: 2cc7cf7ec22e69241b4d071651007bf7 m_Entries: - m_Id: 233247866880 @@ -217,6 +217,22 @@ MonoBehaviour: m_Key: Crouch_Controls m_Metadata: m_Items: [] + - m_Id: 12236180444684288 + m_Key: Inventory + m_Metadata: + m_Items: [] + - m_Id: 12236304705134592 + m_Key: KeyItem + m_Metadata: + m_Items: [] + - m_Id: 12236746260488192 + m_Key: Crafts + m_Metadata: + m_Items: [] + - m_Id: 12236900220805120 + m_Key: Maps + m_Metadata: + m_Items: [] m_Metadata: m_Items: [] m_KeyGenerator: diff --git a/src/Game.Client/Assets/Localization/Tables/String/Options Shared Data.asset.meta b/src/Game.Client/Assets/Localization/Tables/String/UITexts Shared Data.asset.meta similarity index 100% rename from src/Game.Client/Assets/Localization/Tables/String/Options Shared Data.asset.meta rename to src/Game.Client/Assets/Localization/Tables/String/UITexts Shared Data.asset.meta diff --git a/src/Game.Client/Assets/Localization/Tables/String/Options.asset b/src/Game.Client/Assets/Localization/Tables/String/UITexts.asset similarity index 97% rename from src/Game.Client/Assets/Localization/Tables/String/Options.asset rename to src/Game.Client/Assets/Localization/Tables/String/UITexts.asset index 8ca337ccd..fef5a5026 100644 --- a/src/Game.Client/Assets/Localization/Tables/String/Options.asset +++ b/src/Game.Client/Assets/Localization/Tables/String/UITexts.asset @@ -10,7 +10,7 @@ MonoBehaviour: m_Enabled: 1 m_EditorHideFlags: 0 m_Script: {fileID: 11500000, guid: 5be51871efa6c3e4eae1703925c8f5ac, type: 3} - m_Name: Options + m_Name: UITexts m_EditorClassIdentifier: Unity.Localization.Editor::UnityEditor.Localization.StringTableCollection m_SharedTableData: {fileID: 11400000, guid: 2cc7cf7ec22e69241b4d071651007bf7, type: 2} m_Tables: diff --git a/src/Game.Client/Assets/Localization/Tables/String/Options.asset.meta b/src/Game.Client/Assets/Localization/Tables/String/UITexts.asset.meta similarity index 100% rename from src/Game.Client/Assets/Localization/Tables/String/Options.asset.meta rename to src/Game.Client/Assets/Localization/Tables/String/UITexts.asset.meta diff --git a/src/Game.Client/Assets/Localization/Tables/String/Options_en.asset b/src/Game.Client/Assets/Localization/Tables/String/UITexts_en.asset similarity index 93% rename from src/Game.Client/Assets/Localization/Tables/String/Options_en.asset rename to src/Game.Client/Assets/Localization/Tables/String/UITexts_en.asset index b36ab86fe..e9fc6ae4c 100644 --- a/src/Game.Client/Assets/Localization/Tables/String/Options_en.asset +++ b/src/Game.Client/Assets/Localization/Tables/String/UITexts_en.asset @@ -10,7 +10,7 @@ MonoBehaviour: m_Enabled: 1 m_EditorHideFlags: 0 m_Script: {fileID: 11500000, guid: e9620f8c34305754d8cc9a7e49e852d9, type: 3} - m_Name: Options_en + m_Name: UITexts_en m_EditorClassIdentifier: Unity.Localization::UnityEngine.Localization.Tables.StringTable m_LocaleId: m_Code: en @@ -218,6 +218,22 @@ MonoBehaviour: m_Localized: Hold m_Metadata: m_Items: [] + - m_Id: 12236180444684288 + m_Localized: Inventory + m_Metadata: + m_Items: [] + - m_Id: 12236304705134592 + m_Localized: Key Item + m_Metadata: + m_Items: [] + - m_Id: 12236746260488192 + m_Localized: Crafts + m_Metadata: + m_Items: [] + - m_Id: 12236900220805120 + m_Localized: Maps + m_Metadata: + m_Items: [] references: version: 2 RefIds: [] diff --git a/src/Game.Client/Assets/Localization/Tables/String/Options_en.asset.meta b/src/Game.Client/Assets/Localization/Tables/String/UITexts_en.asset.meta similarity index 100% rename from src/Game.Client/Assets/Localization/Tables/String/Options_en.asset.meta rename to src/Game.Client/Assets/Localization/Tables/String/UITexts_en.asset.meta diff --git a/src/Game.Client/Assets/Localization/Tables/String/Options_ja.asset b/src/Game.Client/Assets/Localization/Tables/String/UITexts_ja.asset similarity index 92% rename from src/Game.Client/Assets/Localization/Tables/String/Options_ja.asset rename to src/Game.Client/Assets/Localization/Tables/String/UITexts_ja.asset index 1c68f764a..cecc95c42 100644 --- a/src/Game.Client/Assets/Localization/Tables/String/Options_ja.asset +++ b/src/Game.Client/Assets/Localization/Tables/String/UITexts_ja.asset @@ -10,7 +10,7 @@ MonoBehaviour: m_Enabled: 1 m_EditorHideFlags: 0 m_Script: {fileID: 11500000, guid: e9620f8c34305754d8cc9a7e49e852d9, type: 3} - m_Name: Options_ja + m_Name: UITexts_ja m_EditorClassIdentifier: Unity.Localization::UnityEngine.Localization.Tables.StringTable m_LocaleId: m_Code: ja @@ -218,6 +218,22 @@ MonoBehaviour: m_Localized: "\u30DB\u30FC\u30EB\u30C9" m_Metadata: m_Items: [] + - m_Id: 12236180444684288 + m_Localized: "\u30A4\u30F3\u30D9\u30F3\u30C8\u30EA" + m_Metadata: + m_Items: [] + - m_Id: 12236304705134592 + m_Localized: "\u30AD\u30FC\u30A2\u30A4\u30C6\u30E0" + m_Metadata: + m_Items: [] + - m_Id: 12236746260488192 + m_Localized: "\u30AF\u30E9\u30D5\u30C8" + m_Metadata: + m_Items: [] + - m_Id: 12236900220805120 + m_Localized: "\u30DE\u30C3\u30D7" + m_Metadata: + m_Items: [] references: version: 2 RefIds: [] diff --git a/src/Game.Client/Assets/Localization/Tables/String/Options_ja.asset.meta b/src/Game.Client/Assets/Localization/Tables/String/UITexts_ja.asset.meta similarity index 100% rename from src/Game.Client/Assets/Localization/Tables/String/Options_ja.asset.meta rename to src/Game.Client/Assets/Localization/Tables/String/UITexts_ja.asset.meta diff --git a/src/Game.Client/Assets/Programs/Editor/Tests/MVC/Horror/HorrorEquipmentSaveServiceTests.cs b/src/Game.Client/Assets/Programs/Editor/Tests/MVC/Horror/HorrorEquipmentSaveServiceTests.cs new file mode 100644 index 000000000..6051258de --- /dev/null +++ b/src/Game.Client/Assets/Programs/Editor/Tests/MVC/Horror/HorrorEquipmentSaveServiceTests.cs @@ -0,0 +1,369 @@ +using System.Collections.Generic; +using System.Threading.Tasks; +using Cysharp.Threading.Tasks; +using Game.Horror.Constants; +using Game.Horror.SaveData; +using Game.Horror.Services; +using Game.Horror.Services.Interfaces; +using Game.Shared.Enums; +using Game.Shared.SaveData; +using Game.Shared.Services; +using MemoryPack; +using NSubstitute; +using NUnit.Framework; + +namespace Game.Tests.MVC.Horror +{ + [TestFixture] + public class HorrorEquipmentSaveServiceTests + { + private const string SaveKey = "horror_equipment"; + + private ISaveDataStorage _mockStorage; + private IScriptableDatabaseService _mockDatabase; + private IHorrorInventorySaveService _mockInventory; + private HorrorEquipmentSaveService _service; + + [SetUp] + public void Setup() + { + _mockStorage = Substitute.For(); + _mockDatabase = Substitute.For(); + _mockInventory = Substitute.For(); + _service = new HorrorEquipmentSaveService(_mockStorage, _mockDatabase, _mockInventory); + } + + private async Task LoadDefaultData() + { + // 保存ファイルが無い状態 → CreateNewData(未装備+4空スロット)が走る。DB は参照しない。 + _mockStorage.LoadAsync(SaveKey) + .Returns(UniTask.FromResult(null)); + await _service.LoadAsync(); + } + + private int CountOf(InventorySlotType type, int id) + { + int count = 0; + foreach (var s in _service.Data.Slots) + if (s.SlotType == type && s.Id == id) + count++; + return count; + } + + [Test] + public async Task Load_WhenNoFile_CreatesUnequippedData() + { + await LoadDefaultData(); + + Assert.That(_service.Data, Is.Not.Null); + Assert.That(_service.Data.Version, Is.EqualTo(1)); + Assert.That(_service.TryGetEquipped(out _, out _), Is.False); + Assert.That(_service.IsDirty, Is.False); + } + + [Test] + public async Task TryEquip_WeaponPossessed_SucceedsAndMarksDirty() + { + await LoadDefaultData(); + _mockInventory.HasItem(InventorySlotType.Weapon, 5).Returns(true); + + var ok = _service.TryEquip(InventorySlotType.Weapon, 5); + + Assert.That(ok, Is.True); + Assert.That(_service.TryGetEquipped(out var type, out var id), Is.True); + Assert.That(type, Is.EqualTo(InventorySlotType.Weapon)); + Assert.That(id, Is.EqualTo(5)); + Assert.That(_service.IsDirty, Is.True); + } + + [Test] + public async Task TryEquip_Item_ReturnsFalse() + { + await LoadDefaultData(); + _mockInventory.HasItem(InventorySlotType.Item, 3).Returns(true); + + var ok = _service.TryEquip(InventorySlotType.Item, 3); + + Assert.That(ok, Is.False); + Assert.That(_service.TryGetEquipped(out _, out _), Is.False); + Assert.That(_service.IsDirty, Is.False); + } + + [Test] + public async Task TryEquip_NotPossessed_ReturnsFalse() + { + await LoadDefaultData(); + _mockInventory.HasItem(InventorySlotType.Weapon, 5).Returns(false); + + var ok = _service.TryEquip(InventorySlotType.Weapon, 5); + + Assert.That(ok, Is.False); + Assert.That(_service.TryGetEquipped(out _, out _), Is.False); + Assert.That(_service.IsDirty, Is.False); + } + + [Test] + public async Task TryEquip_SameWeaponAgain_ReturnsTrueIdempotently() + { + await LoadDefaultData(); + _mockInventory.HasItem(InventorySlotType.Weapon, 5).Returns(true); + _service.TryEquip(InventorySlotType.Weapon, 5); + + var ok = _service.TryEquip(InventorySlotType.Weapon, 5); + + Assert.That(ok, Is.True); + Assert.That(_service.TryGetEquipped(out var type, out var id), Is.True); + Assert.That(type, Is.EqualTo(InventorySlotType.Weapon)); + Assert.That(id, Is.EqualTo(5)); + } + + [Test] + public async Task TryGetEquipped_Unequipped_ReturnsFalse() + { + await LoadDefaultData(); + + Assert.That(_service.TryGetEquipped(out var type, out var id), Is.False); + Assert.That(type, Is.EqualTo(InventorySlotType.None)); + Assert.That(id, Is.EqualTo(0)); + } + + [Test] + public void Mutators_WhenDataNull_DoNotThrowAndReturnFalse() + { + // LoadAsync 未実行 = Data は null + Assert.DoesNotThrow(() => + { + Assert.That(_service.TryEquip(InventorySlotType.Weapon, 1), Is.False); + Assert.That(_service.TryGetEquipped(out _, out _), Is.False); + }); + } + + [Test] + public async Task Load_WhenNoFile_CreatesFourEmptySlots() + { + await LoadDefaultData(); + + Assert.That(_service.Data, Is.Not.Null); + Assert.That(_service.Data.Version, Is.EqualTo(1)); + Assert.That(_service.Data.Slots.Count, Is.EqualTo(HorrorEquipmentConstants.MaxSlotCount)); + for (int i = 0; i < HorrorEquipmentConstants.MaxSlotCount; i++) + Assert.That(_service.TryGetSlot(i, out _), Is.False, $"slot {i} は初期空"); + Assert.That(_service.IsDirty, Is.False); + } + + [Test] + public async Task Set_RegistersAndMarksDirty() + { + await LoadDefaultData(); + + var ok = _service.TrySetSlot(1, InventorySlotType.Weapon, 5); + + Assert.That(ok, Is.True); + Assert.That(_service.TryGetSlot(1, out var slot), Is.True); + Assert.That(slot.SlotType, Is.EqualTo(InventorySlotType.Weapon)); + Assert.That(slot.Id, Is.EqualTo(5)); + Assert.That(_service.IsDirty, Is.True); + } + + [Test] + public async Task Clear_RemovesRegistrationAndMarksDirty() + { + await LoadDefaultData(); + _service.TrySetSlot(2, InventorySlotType.Item, 3); + + var ok = _service.ClearSlot(2); + + Assert.That(ok, Is.True); + Assert.That(_service.TryGetSlot(2, out _), Is.False); + Assert.That(_service.IsDirty, Is.True); + } + + [Test] + public async Task Set_OutOfRange_ReturnsFalse() + { + await LoadDefaultData(); + + Assert.That(_service.TrySetSlot(-1, InventorySlotType.Item, 1), Is.False); + Assert.That(_service.TrySetSlot(HorrorEquipmentConstants.MaxSlotCount, InventorySlotType.Item, 1), Is.False); + } + + [Test] + public async Task Assign_RegisteredElsewhere_ToEmptySlot_Moves() + { + await LoadDefaultData(); + _service.TrySetSlot(0, InventorySlotType.Weapon, 5); + + var ok = _service.AssignSlot(1, InventorySlotType.Weapon, 5); + + Assert.That(ok, Is.True); + Assert.That(_service.TryGetSlot(1, out var dest), Is.True); + Assert.That(dest.SlotType, Is.EqualTo(InventorySlotType.Weapon)); + Assert.That(dest.Id, Is.EqualTo(5)); + Assert.That(_service.TryGetSlot(0, out _), Is.False, "旧スロットは空になる(移動)"); + } + + [Test] + public async Task Assign_RegisteredElsewhere_ToOccupiedSlot_Swaps() + { + await LoadDefaultData(); + _service.TrySetSlot(0, InventorySlotType.Weapon, 5); + _service.TrySetSlot(1, InventorySlotType.Item, 3); + + var ok = _service.AssignSlot(1, InventorySlotType.Weapon, 5); + + Assert.That(ok, Is.True); + Assert.That(_service.TryGetSlot(1, out var dest), Is.True); + Assert.That(dest.SlotType, Is.EqualTo(InventorySlotType.Weapon)); + Assert.That(dest.Id, Is.EqualTo(5)); + Assert.That(_service.TryGetSlot(0, out var src), Is.True, "元 dest の item が旧スロットへ入替"); + Assert.That(src.SlotType, Is.EqualTo(InventorySlotType.Item)); + Assert.That(src.Id, Is.EqualTo(3)); + } + + [Test] + public async Task Assign_Unregistered_ToOccupiedSlot_Overwrites() + { + await LoadDefaultData(); + _service.TrySetSlot(1, InventorySlotType.Item, 3); + + var ok = _service.AssignSlot(1, InventorySlotType.Weapon, 5); + + Assert.That(ok, Is.True); + Assert.That(_service.TryGetSlot(1, out var dest), Is.True); + Assert.That(dest.SlotType, Is.EqualTo(InventorySlotType.Weapon)); + Assert.That(dest.Id, Is.EqualTo(5)); + Assert.That(CountOf(InventorySlotType.Item, 3), Is.EqualTo(0), "元の item は上書きで消える"); + } + + [Test] + public async Task Assign_ToSameSlot_ReturnsFalseAndNoChange() + { + await LoadDefaultData(); + _service.TrySetSlot(2, InventorySlotType.Weapon, 5); + + var ok = _service.AssignSlot(2, InventorySlotType.Weapon, 5); + + Assert.That(ok, Is.False); + Assert.That(_service.TryGetSlot(2, out var slot), Is.True); + Assert.That(slot.SlotType, Is.EqualTo(InventorySlotType.Weapon)); + Assert.That(slot.Id, Is.EqualTo(5)); + } + + [Test] + public async Task Assign_KeepsSingleRegistration() + { + await LoadDefaultData(); + _service.TrySetSlot(0, InventorySlotType.Weapon, 5); + + _service.AssignSlot(2, InventorySlotType.Weapon, 5); + + Assert.That(CountOf(InventorySlotType.Weapon, 5), Is.EqualTo(1), "同一装備は常に1スロットのみ"); + Assert.That(_service.TryGetSlot(2, out _), Is.True); + Assert.That(_service.TryGetSlot(0, out _), Is.False); + } + + [Test] + public void SlotMutators_WhenDataNull_DoNotThrowAndReturnFalse() + { + // LoadAsync 未実行 = Data は null + Assert.DoesNotThrow(() => + { + Assert.That(_service.TrySetSlot(0, InventorySlotType.Item, 1), Is.False); + Assert.That(_service.ClearSlot(0), Is.False); + Assert.That(_service.TryGetSlot(0, out _), Is.False); + }); + } + + [Test] + public void Serialization_RoundTrip_PreservesEquippedStateAndSlots() + { + var original = new HorrorEquipmentSaveData + { + Version = 1, + SlotType = InventorySlotType.Weapon, + Id = 5, + Slots = new List + { + new() { SlotType = InventorySlotType.Weapon, Id = 5 }, + new() { SlotType = InventorySlotType.None, Id = 0 }, + new() { SlotType = InventorySlotType.Item, Id = 3 }, + new() { SlotType = InventorySlotType.None, Id = 0 }, + }, + }; + + var bytes = MemoryPackSerializer.Serialize(original); + var restored = MemoryPackSerializer.Deserialize(bytes); + + Assert.That(restored, Is.Not.Null); + Assert.That(restored.Version, Is.EqualTo(1)); + Assert.That(restored.SlotType, Is.EqualTo(InventorySlotType.Weapon)); + Assert.That(restored.Id, Is.EqualTo(5)); + Assert.That(restored.Slots.Count, Is.EqualTo(4)); + Assert.That(restored.Slots[0].SlotType, Is.EqualTo(InventorySlotType.Weapon)); + Assert.That(restored.Slots[0].Id, Is.EqualTo(5)); + Assert.That(restored.Slots[2].SlotType, Is.EqualTo(InventorySlotType.Item)); + Assert.That(restored.Slots[2].Id, Is.EqualTo(3)); + } + + [Test] + public async Task TryEquip_DoesNotAffectSlots() + { + await LoadDefaultData(); + _service.TrySetSlot(0, InventorySlotType.Weapon, 5); + _mockInventory.HasItem(InventorySlotType.Weapon, 7).Returns(true); + + _service.TryEquip(InventorySlotType.Weapon, 7); + + Assert.That(_service.TryGetSlot(0, out var slot), Is.True); + Assert.That(slot.SlotType, Is.EqualTo(InventorySlotType.Weapon)); + Assert.That(slot.Id, Is.EqualTo(5)); + } + + [Test] + public async Task Assign_DoesNotAffectEquipped() + { + await LoadDefaultData(); + _mockInventory.HasItem(InventorySlotType.Weapon, 5).Returns(true); + _service.TryEquip(InventorySlotType.Weapon, 5); + + _service.AssignSlot(0, InventorySlotType.Item, 3); + + Assert.That(_service.TryGetEquipped(out var type, out var id), Is.True); + Assert.That(type, Is.EqualTo(InventorySlotType.Weapon)); + Assert.That(id, Is.EqualTo(5)); + } + + [Test] + public async Task Clear_DoesNotAffectEquipped() + { + await LoadDefaultData(); + _mockInventory.HasItem(InventorySlotType.Weapon, 5).Returns(true); + _service.TrySetSlot(0, InventorySlotType.Weapon, 5); + _service.TryEquip(InventorySlotType.Weapon, 5); + + _service.ClearSlot(0); + + Assert.That(_service.TryGetSlot(0, out _), Is.False); + Assert.That(_service.TryGetEquipped(out var type, out var id), Is.True); + Assert.That(type, Is.EqualTo(InventorySlotType.Weapon)); + Assert.That(id, Is.EqualTo(5)); + } + + [Test] + public async Task Load_WhenSlotsNull_NormalizesToFourSlots() + { + var data = new HorrorEquipmentSaveData + { + Version = 1, + Slots = null, + }; + _mockStorage.LoadAsync(SaveKey) + .Returns(UniTask.FromResult(data)); + + await _service.LoadAsync(); + + Assert.That(_service.Data.Slots, Is.Not.Null); + Assert.That(_service.Data.Slots.Count, Is.EqualTo(HorrorEquipmentConstants.MaxSlotCount)); + } + } +} diff --git a/src/Game.Client/Assets/Programs/Editor/Tests/MVC/Horror/HorrorEquipmentSaveServiceTests.cs.meta b/src/Game.Client/Assets/Programs/Editor/Tests/MVC/Horror/HorrorEquipmentSaveServiceTests.cs.meta new file mode 100644 index 000000000..f1e1c0259 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Editor/Tests/MVC/Horror/HorrorEquipmentSaveServiceTests.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: babe2ddb0b06fcd4ebaaef436fe3a45a \ No newline at end of file diff --git a/src/Game.Client/Assets/Programs/Editor/Tests/MVC/Horror/HorrorPlayerControllerTests.cs b/src/Game.Client/Assets/Programs/Editor/Tests/MVC/Horror/HorrorPlayerControllerTests.cs index 4ad98ee88..484734fce 100644 --- a/src/Game.Client/Assets/Programs/Editor/Tests/MVC/Horror/HorrorPlayerControllerTests.cs +++ b/src/Game.Client/Assets/Programs/Editor/Tests/MVC/Horror/HorrorPlayerControllerTests.cs @@ -1,5 +1,6 @@ using Game.Horror.Player; using NUnit.Framework; +using UnityEngine; namespace Game.Tests.MVC.Horror { @@ -33,5 +34,78 @@ public void CalculateHoldProgress_ZeroHoldSeconds_IsOne() [Test] public void CalculateHoldProgress_NegativeHoldSeconds_IsOne() => Assert.That(HorrorPlayerController.CalculateHoldProgress(1f, -2f), Is.EqualTo(1f)); + + // 装備ショートカットのスロット index 解決:4方向(単軸)→ 0/1/2/3、斜め・閾値未満は -1。 + // スロット並びは 1=左(0) / 2=上(1) / 3=右(2) / 4=下(3)。 + + [Test] + public void ResolveEquipSlotIndex_Left_IsZero() + => Assert.That(HorrorPlayerController.ResolveEquipSlotIndex(new Vector2(-1f, 0f)), Is.EqualTo(0)); + + [Test] + public void ResolveEquipSlotIndex_Up_IsOne() + => Assert.That(HorrorPlayerController.ResolveEquipSlotIndex(new Vector2(0f, 1f)), Is.EqualTo(1)); + + [Test] + public void ResolveEquipSlotIndex_Right_IsTwo() + => Assert.That(HorrorPlayerController.ResolveEquipSlotIndex(new Vector2(1f, 0f)), Is.EqualTo(2)); + + [Test] + public void ResolveEquipSlotIndex_Down_IsThree() + => Assert.That(HorrorPlayerController.ResolveEquipSlotIndex(new Vector2(0f, -1f)), Is.EqualTo(3)); + + // 斜め入力(両軸とも閾値超過)は判定不能として無視する + [Test] + public void ResolveEquipSlotIndex_Diagonal_IsNegativeOne() + => Assert.That(HorrorPlayerController.ResolveEquipSlotIndex(new Vector2(0.707f, 0.707f)), Is.EqualTo(-1)); + + [Test] + public void ResolveEquipSlotIndex_Zero_IsNegativeOne() + => Assert.That(HorrorPlayerController.ResolveEquipSlotIndex(Vector2.zero), Is.EqualTo(-1)); + + [Test] + public void ResolveEquipSlotIndex_BelowThreshold_IsNegativeOne() + => Assert.That(HorrorPlayerController.ResolveEquipSlotIndex(new Vector2(0.3f, 0.2f)), Is.EqualTo(-1)); + + // 射撃方向の拡散:spreadAngle 0 は forward 不変、180 は randomUnit と一致、中間角は forward との偏差が spreadAngle 以下。 + + [Test] + public void CalculateShotDirection_ZeroSpread_IsForward() + { + var forward = Vector3.forward; + var result = HorrorPlayerController.CalculateShotDirection(forward, Vector3.right, 0f); + Assert.That(Vector3.Angle(result, forward), Is.EqualTo(0f).Within(1e-4f)); + } + + [Test] + public void CalculateShotDirection_MaxSpread_MatchesRandomUnit() + { + var randomUnit = Vector3.right; + var result = HorrorPlayerController.CalculateShotDirection(Vector3.forward, randomUnit, 180f); + Assert.That(Vector3.Angle(result, randomUnit), Is.EqualTo(0f).Within(1e-4f)); + } + + [Test] + public void CalculateShotDirection_WithinSpreadAngle_DeviationIsWithinSpread() + { + const float spreadAngle = 10f; + var forward = Vector3.forward; + var result = HorrorPlayerController.CalculateShotDirection(forward, Vector3.right, spreadAngle); + Assert.That(Vector3.Angle(result, forward), Is.LessThanOrEqualTo(spreadAngle)); + } + + // エイムダメージ:非エイムは素値、エイムは倍率適用の四捨五入、倍率1.0はエイムでも素値と一致。 + + [Test] + public void CalculateAimedDamage_NotAiming_ReturnsBaseDamage() + => Assert.That(HorrorPlayerController.CalculateAimedDamage(34, false, 1.2f), Is.EqualTo(34)); + + [Test] + public void CalculateAimedDamage_Aiming_ReturnsRoundedMultipliedDamage() + => Assert.That(HorrorPlayerController.CalculateAimedDamage(34, true, 1.2f), Is.EqualTo(41)); + + [Test] + public void CalculateAimedDamage_AimingWithUnitMultiplier_ReturnsBaseDamage() + => Assert.That(HorrorPlayerController.CalculateAimedDamage(34, true, 1.0f), Is.EqualTo(34)); } } diff --git a/src/Game.Client/Assets/Programs/Editor/Tests/MVC/Horror/HorrorReticleViewTests.cs b/src/Game.Client/Assets/Programs/Editor/Tests/MVC/Horror/HorrorReticleViewTests.cs new file mode 100644 index 000000000..e44a3f28f --- /dev/null +++ b/src/Game.Client/Assets/Programs/Editor/Tests/MVC/Horror/HorrorReticleViewTests.cs @@ -0,0 +1,81 @@ +using Game.Horror.Player; +using NUnit.Framework; + +namespace Game.Tests.MVC.Horror +{ + [TestFixture] + public class HorrorReticleViewTests + { + // セグメント距離:拡散量(spread)と発砲キック量(kick)の合成。 + + [Test] + public void CalculateSegmentDistance_NoSpreadNoKick_IsZero() + => Assert.That(HorrorReticleView.CalculateSegmentDistance(0f, 24f, 0f, 12f), Is.EqualTo(0f)); + + [Test] + public void CalculateSegmentDistance_FullSpread_IsExpandedDistance() + => Assert.That(HorrorReticleView.CalculateSegmentDistance(1f, 24f, 0f, 12f), Is.EqualTo(24f)); + + [Test] + public void CalculateSegmentDistance_FullKickOnly_IsKickDistance() + => Assert.That(HorrorReticleView.CalculateSegmentDistance(0f, 24f, 1f, 12f), Is.EqualTo(12f)); + + [Test] + public void CalculateSegmentDistance_FullSpreadAndKick_IsSum() + => Assert.That(HorrorReticleView.CalculateSegmentDistance(1f, 24f, 1f, 12f), Is.EqualTo(36f)); + + // フェード不透明度:経過時間から 1→0 の比率を算出。fadeSeconds<=0 はゼロ除算を避けて 0。 + + [Test] + public void CalculateFadeAlpha_AtStart_IsOne() + => Assert.That(HorrorReticleView.CalculateFadeAlpha(0f, 0.5f), Is.EqualTo(1f)); + + [Test] + public void CalculateFadeAlpha_AtFadeSeconds_IsZero() + => Assert.That(HorrorReticleView.CalculateFadeAlpha(0.5f, 0.5f), Is.EqualTo(0f).Within(1e-4f)); + + [Test] + public void CalculateFadeAlpha_PastFadeSeconds_IsZero() + => Assert.That(HorrorReticleView.CalculateFadeAlpha(1f, 0.5f), Is.EqualTo(0f)); + + [Test] + public void CalculateFadeAlpha_ZeroFadeSeconds_IsZero() + => Assert.That(HorrorReticleView.CalculateFadeAlpha(0f, 0f), Is.EqualTo(0f)); + + // ドット不透明度:ドット段階なら master、非ドット段階は 0。常時表示オプションは非ドット段階でも 1 にする(Clamp)。 + + [Test] + public void CalculateDotAlpha_DotPhase_ReturnsMaster() + => Assert.That(HorrorReticleView.CalculateDotAlpha(true, 0.7f, false), Is.EqualTo(0.7f)); + + [Test] + public void CalculateDotAlpha_NotDotPhase_IsZero() + => Assert.That(HorrorReticleView.CalculateDotAlpha(false, 0.7f, false), Is.EqualTo(0f)); + + [Test] + public void CalculateDotAlpha_NotDotPhase_AlwaysShowDot_IsOne() + => Assert.That(HorrorReticleView.CalculateDotAlpha(false, 0.7f, true), Is.EqualTo(1f)); + + [Test] + public void CalculateDotAlpha_DotPhase_AlwaysShowDot_IsClampedToOne() + => Assert.That(HorrorReticleView.CalculateDotAlpha(true, 0.7f, true), Is.EqualTo(1f)); + + // セグメント不透明度:セグメント表示段階なら master、非表示段階は kick が下限(発砲キック中は表示段階に依らず見える)。 + + [Test] + public void CalculateSegmentAlpha_SegPhaseActive_ReturnsMaster() + => Assert.That(HorrorReticleView.CalculateSegmentAlpha(true, 0.7f, 0f), Is.EqualTo(0.7f)); + + [Test] + public void CalculateSegmentAlpha_NotSegPhaseActive_IsZero() + => Assert.That(HorrorReticleView.CalculateSegmentAlpha(false, 0.7f, 0f), Is.EqualTo(0f)); + + [Test] + public void CalculateSegmentAlpha_NotSegPhaseActive_WithKick_ReturnsKick() + => Assert.That(HorrorReticleView.CalculateSegmentAlpha(false, 0.7f, 0.5f), Is.EqualTo(0.5f)); + + [Test] + public void CalculateSegmentAlpha_SegPhaseActive_KickExceedsMaster_ReturnsKick() + => Assert.That(HorrorReticleView.CalculateSegmentAlpha(true, 0.3f, 0.6f), Is.EqualTo(0.6f)); + } +} diff --git a/src/Game.Client/Assets/Programs/Editor/Tests/MVC/Horror/HorrorReticleViewTests.cs.meta b/src/Game.Client/Assets/Programs/Editor/Tests/MVC/Horror/HorrorReticleViewTests.cs.meta new file mode 100644 index 000000000..392be57a3 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Editor/Tests/MVC/Horror/HorrorReticleViewTests.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 1a548f8d53bbc4a44a991fa97a574364 \ No newline at end of file diff --git a/src/Game.Client/Assets/Programs/Editor/Tests/MVC/Horror/HorrorWeaponViewTests.cs b/src/Game.Client/Assets/Programs/Editor/Tests/MVC/Horror/HorrorWeaponViewTests.cs new file mode 100644 index 000000000..640d8e419 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Editor/Tests/MVC/Horror/HorrorWeaponViewTests.cs @@ -0,0 +1,86 @@ +using Game.Horror.Player; +using NUnit.Framework; +using UnityEngine; + +namespace Game.Tests.MVC.Horror +{ + [TestFixture] + public class HorrorWeaponViewTests + { + // 下げ量算出:通常は前半 0→1(下げ)/ 後半 1→0(上げ)の三角波。skip 時は 1→0(上げのみ)。 + + [Test] + public void CalculateLowerAmount_AtStart_Normal_IsZero() + => Assert.That(HorrorWeaponView.CalculateLowerAmount(0f, 1f, false), Is.EqualTo(0f)); + + [Test] + public void CalculateLowerAmount_AtStart_Skip_IsOne() + => Assert.That(HorrorWeaponView.CalculateLowerAmount(0f, 1f, true), Is.EqualTo(1f)); + + [Test] + public void CalculateLowerAmount_Midway_Normal_IsOne() + => Assert.That(HorrorWeaponView.CalculateLowerAmount(0.5f, 1f, false), Is.EqualTo(1f).Within(1e-4f)); + + [Test] + public void CalculateLowerAmount_AtEnd_Normal_IsZero() + => Assert.That(HorrorWeaponView.CalculateLowerAmount(1f, 1f, false), Is.EqualTo(0f).Within(1e-4f)); + + [Test] + public void CalculateLowerAmount_AtEnd_Skip_IsZero() + => Assert.That(HorrorWeaponView.CalculateLowerAmount(1f, 1f, true), Is.EqualTo(0f).Within(1e-4f)); + + // duration<=0 はゼロ除算を避けて 0 とみなす + [Test] + public void CalculateLowerAmount_ZeroDuration_IsZero() + => Assert.That(HorrorWeaponView.CalculateLowerAmount(0.5f, 0f, false), Is.EqualTo(0f)); + + [Test] + public void CalculateLowerAmount_NegativeDuration_IsZero() + => Assert.That(HorrorWeaponView.CalculateLowerAmount(0.5f, -1f, false), Is.EqualTo(0f)); + + // elapsed が duration を超過しても結果は 0-1 にクランプされる + [Test] + public void CalculateLowerAmount_PastDuration_IsClamped() + => Assert.That(HorrorWeaponView.CalculateLowerAmount(2f, 1f, false), Is.EqualTo(0f).Within(1e-4f)); + + // モデル入替点:通常は中間点(duration * 0.5)到達で true。skip 時は開始直後(t=0)から true。 + + [Test] + public void IsPastSwapPoint_BeforeMidpoint_Normal_IsFalse() + => Assert.That(HorrorWeaponView.IsPastSwapPoint(0.4f, 1f, false), Is.False); + + [Test] + public void IsPastSwapPoint_AtMidpoint_Normal_IsTrue() + => Assert.That(HorrorWeaponView.IsPastSwapPoint(0.5f, 1f, false), Is.True); + + [Test] + public void IsPastSwapPoint_AfterMidpoint_Normal_IsTrue() + => Assert.That(HorrorWeaponView.IsPastSwapPoint(0.6f, 1f, false), Is.True); + + [Test] + public void IsPastSwapPoint_AtStart_Skip_IsTrue() + => Assert.That(HorrorWeaponView.IsPastSwapPoint(0f, 1f, true), Is.True); + + // WeaponRoot ローカル位置の算出:基準位置に下げオフセット(lowerAmount)とエイムオフセット(aimBlend)を合成する。 + + private static readonly Vector3 BasePosition = new(0f, 0.1f, 0.2f); + private static readonly Vector3 DownOffset = new(0f, -0.4f, 0f); + private static readonly Vector3 AimOffset = new(-0.25f, 0.1f, 0f); + + [Test] + public void CalculateLocalPosition_NoLowerNoBlend_IsBase() + => Assert.That(HorrorWeaponView.CalculateLocalPosition(BasePosition, DownOffset, 0f, AimOffset, 0f), Is.EqualTo(BasePosition)); + + [Test] + public void CalculateLocalPosition_FullBlend_IsBasePlusAimOffset() + => Assert.That(HorrorWeaponView.CalculateLocalPosition(BasePosition, DownOffset, 0f, AimOffset, 1f), Is.EqualTo(BasePosition + AimOffset)); + + [Test] + public void CalculateLocalPosition_FullLower_IsBasePlusDownOffset() + => Assert.That(HorrorWeaponView.CalculateLocalPosition(BasePosition, DownOffset, 1f, AimOffset, 0f), Is.EqualTo(BasePosition + DownOffset)); + + [Test] + public void CalculateLocalPosition_FullLowerAndBlend_IsBasePlusBothOffsets() + => Assert.That(HorrorWeaponView.CalculateLocalPosition(BasePosition, DownOffset, 1f, AimOffset, 1f), Is.EqualTo(BasePosition + DownOffset + AimOffset)); + } +} diff --git a/src/Game.Client/Assets/Programs/Editor/Tests/MVC/Horror/HorrorWeaponViewTests.cs.meta b/src/Game.Client/Assets/Programs/Editor/Tests/MVC/Horror/HorrorWeaponViewTests.cs.meta new file mode 100644 index 000000000..d4ebc7b90 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Editor/Tests/MVC/Horror/HorrorWeaponViewTests.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 7214c8399987f354ba5d56311d425d04 \ No newline at end of file diff --git a/src/Game.Client/Assets/Programs/Editor/Tests/Shared/ScriptableTableGeneratorTests.cs b/src/Game.Client/Assets/Programs/Editor/Tests/Shared/ScriptableTableGeneratorTests.cs deleted file mode 100644 index d219e79c1..000000000 --- a/src/Game.Client/Assets/Programs/Editor/Tests/Shared/ScriptableTableGeneratorTests.cs +++ /dev/null @@ -1,74 +0,0 @@ -using System.Collections.Generic; -using System.Reflection; -using Game.Shared.Scriptable.Database; -using Game.Shared.Scriptable.Database.Tables; -using NUnit.Framework; -using UnityEngine; - -namespace Game.Tests.Shared -{ - public class ScriptableTableGeneratorTests - { - // sealed な生成テーブルには編集 API が無いため、protected records をリフレクションで投入する。 - private static WeaponLevelMasterTable Make() - { - var t = ScriptableObject.CreateInstance(); - var data = new[] - { - new WeaponLevelMaster { Id = 1, WeaponId = 10, Level = 1 }, - new WeaponLevelMaster { Id = 2, WeaponId = 10, Level = 2 }, - new WeaponLevelMaster { Id = 3, WeaponId = 20, Level = 1 }, - new WeaponLevelMaster { Id = 4, WeaponId = 10, Level = 3 }, - }; - typeof(ScriptableTable) - .GetField("records", BindingFlags.Instance | BindingFlags.NonPublic) - .SetValue(t, data); - return t; - } - - [Test] - public void FindById_Generated() - => Assert.AreEqual(20, Make().FindById(3).WeaponId); - - [Test] - public void FindByWeaponId_Many() - => Assert.AreEqual(3, Make().FindByWeaponId(10).Count); - - [Test] - public void FindByWeaponId_Single() - => Assert.AreEqual(1, Make().FindByWeaponId(20).Count); - - [Test] - public void FindByWeaponId_None_IsEmpty() - => Assert.IsTrue(Make().FindByWeaponId(99).IsEmpty); - - // index1 (WeaponId, Level) は複合ユニーク → 単一レコードを返す。 - [Test] - public void FindByCompositeKey_Exact() - => Assert.AreEqual(2, Make().FindByWeaponIdAndLevel((10, 2)).Id); - - [Test] - public void TryFindByCompositeKey_Hit() - { - Assert.IsTrue(Make().TryFindByWeaponIdAndLevel((10, 2), out var r)); - Assert.AreEqual(2, r.Id); - } - - [Test] - public void FindByCompositeKey_Missing_Throws() - => Assert.Throws(() => Make().FindByWeaponIdAndLevel((10, 99))); - - [Test] - public void FindRangeByWeaponId() - => Assert.AreEqual(3, Make().FindRangeByWeaponId(10, 10).Count); - - [Test] - public void FindClosestByWeaponId_Lower_ReturnsAllOfClosestKey() - { - // WeaponId=15 は無いので最近傍(下側)は 10。WeaponId=10 の全 3 件が返る(非ユニーク)。 - var range = Make().FindClosestByWeaponId(15, lower: true); - Assert.AreEqual(3, range.Count); - Assert.AreEqual(10, range[0].WeaponId); - } - } -} diff --git a/src/Game.Client/Assets/Programs/Editor/Tests/Shared/ScriptableTableGeneratorTests.cs.meta b/src/Game.Client/Assets/Programs/Editor/Tests/Shared/ScriptableTableGeneratorTests.cs.meta deleted file mode 100644 index 6396a1ecc..000000000 --- a/src/Game.Client/Assets/Programs/Editor/Tests/Shared/ScriptableTableGeneratorTests.cs.meta +++ /dev/null @@ -1,2 +0,0 @@ -fileFormatVersion: 2 -guid: 127bc4c7772849042a1dbdf8919fddf8 \ No newline at end of file diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Core/Services/MessagePipeService.cs b/src/Game.Client/Assets/Programs/Runtime/MVC/Core/Services/MessagePipeService.cs index 03e8da0fc..9b3354d4e 100644 --- a/src/Game.Client/Assets/Programs/Runtime/MVC/Core/Services/MessagePipeService.cs +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Core/Services/MessagePipeService.cs @@ -2,6 +2,7 @@ using System.Threading; using Cysharp.Threading.Tasks; using MessagePipe; +using Game.Shared.Events; using UnityEngine; namespace Game.Core.Services @@ -62,6 +63,9 @@ private void RegisterMessageBrokers() _builder.AddMessageBroker>(); _builder.AddMessageBroker>(); + // 音イベント + _builder.AddMessageBroker(); + // _builder.AddRequestHandler(); } @@ -119,6 +123,14 @@ public IDisposable SubscribeAsync(int key, Func hand #region Message Methods (値ありのメッセージ送受信用) + /// + /// メッセージをPublish + /// + public void Publish(TMessage message) + { + GetPublisher().Publish(message); + } + /// /// メッセージをPublish /// @@ -127,6 +139,14 @@ public void Publish(int key, TMessage message) GetPublisher().Publish(key, message); } + /// + /// メッセージをSubscribe + /// + public IDisposable Subscribe(Action handler) + { + return GetSubscriber().Subscribe(handler); + } + /// /// メッセージをSubscribe /// @@ -163,11 +183,21 @@ public IDisposable SubscribeAsync(int key, Func GetPublisher() + { + return GlobalMessagePipe.GetPublisher(); + } + public IPublisher GetPublisher() { return GlobalMessagePipe.GetPublisher(); } + public ISubscriber GetSubscriber() + { + return GlobalMessagePipe.GetSubscriber(); + } + public ISubscriber GetSubscriber() { return GlobalMessagePipe.GetSubscriber(); diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Constants.meta b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Constants.meta new file mode 100644 index 000000000..be38f1280 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Constants.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 08c1c2d690df4e59860af256f84502cd +timeCreated: 1783269067 \ No newline at end of file diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Constants/HorrorEquipmentConstants.cs b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Constants/HorrorEquipmentConstants.cs new file mode 100644 index 000000000..ce7610af0 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Constants/HorrorEquipmentConstants.cs @@ -0,0 +1,7 @@ +namespace Game.Horror.Constants +{ + public static class HorrorEquipmentConstants + { + public const int MaxSlotCount = 4; + } +} diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Constants/HorrorEquipmentConstants.cs.meta b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Constants/HorrorEquipmentConstants.cs.meta new file mode 100644 index 000000000..4a8df723e --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Constants/HorrorEquipmentConstants.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 4268bacfbe754f32a971847bf50ae4cc +timeCreated: 1783268577 \ No newline at end of file diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Dialogs/HorrorEquipmentShortcutDialog.cs b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Dialogs/HorrorEquipmentShortcutDialog.cs new file mode 100644 index 000000000..f0e68055b --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Dialogs/HorrorEquipmentShortcutDialog.cs @@ -0,0 +1,60 @@ +using Cysharp.Threading.Tasks; +using Game.Core.Services; +using Game.MVC.Core.Enums; +using Game.MVC.Core.Scenes; +using Game.Shared.Extensions; +using Game.Shared.Interfaces; +using R3; + +namespace Game.Horror.Dialogs +{ + /// + /// 装備ショートカット登録ダイアログ。インベントリのサブメニュー「ショートカット」からネストで開き、 + /// 対象アイテムを D-Pad 4スロットへ登録/解除する。時間停止は親(インベントリ)が保持するため触れない。 + /// + public class HorrorEquipmentShortcutDialog : GameDialogScene + , IGameSceneArg + { + protected override string AssetPathOrAddress => "HorrorEquipmentShortcutDialog"; + + private InputSystemService _inputService; + private IHorrorInventorySlotInfo _target; + + public static async UniTask RunAsync(IHorrorInventorySlotInfo target) + { + var sceneService = GameServiceManager.Get(); + return await sceneService.TransitionDialogAsync(target); + } + + public UniTask SetArg(IHorrorInventorySlotInfo target) + { + _target = target; + return UniTask.CompletedTask; + } + + public override UniTask PreInitialize() + { + _inputService = GameServiceManager.Get(); + return base.PreInitialize(); + } + + public override UniTask Startup() + { + // キャンセルで閉じる(親がインベントリ表示中は Menu をブロックしているため Cancel のみ) + _inputService.UI.Cancel.OnPerformedAsObservable() + .Where(_ => State.IsProcessing()) + .Subscribe(_ => TrySetResult(default)) + .AddTo(Disposables); + + // Del で現在スロットの登録を外す + _inputService.UI.Remove.OnPerformedAsObservable() + .Where(_ => State.IsProcessing()) + .Subscribe(_ => SceneComponent.RemoveCurrent()) + .AddTo(Disposables); + + SceneComponent.Initialize(_target); + + return base.Startup(); + } + } +} diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Dialogs/HorrorEquipmentShortcutDialog.cs.meta b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Dialogs/HorrorEquipmentShortcutDialog.cs.meta new file mode 100644 index 000000000..2bd5b0800 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Dialogs/HorrorEquipmentShortcutDialog.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 9c65c14209dce3040b10f62113293d6d \ No newline at end of file diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Dialogs/HorrorEquipmentShortcutDialogComponent.cs b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Dialogs/HorrorEquipmentShortcutDialogComponent.cs new file mode 100644 index 000000000..56b311498 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Dialogs/HorrorEquipmentShortcutDialogComponent.cs @@ -0,0 +1,85 @@ +using Game.Core.Services; +using Game.Horror.Equipment; +using Game.Horror.Inventory; +using Game.Horror.Services; +using Game.MVC.Core.Scenes; +using Game.Shared.Interfaces; +using Game.Shared.Services; +using R3; +using UnityEngine; + +namespace Game.Horror.Dialogs +{ + /// + /// ショートカット登録ダイアログのビュー。D-Pad 4スロットへの登録/解除と現在スロットの追跡を担う。 + /// スロット並びは 1=左 / 2=上 / 3=右 / 4=下(index 0-3)。 + /// + public class HorrorEquipmentShortcutDialogComponent : GameSceneComponent + { + [SerializeField] private HorrorEquipmentSlotView[] _slots; + + private InputSystemService _inputService; + private IScriptableDatabaseService _databaseService; + private HorrorEquipmentSaveService _saveService; + private IHorrorInventorySlotInfo _target; + private int _currentIndex; + + public void Initialize(IHorrorInventorySlotInfo target) + { + _target = target; + _inputService = GameServiceManager.Get(); + _databaseService = GameServiceManager.Get(); + _saveService = GameServiceManager.Resolve(); + + for (int i = 0; i < _slots.Length; i++) + { + int index = i; + _slots[i].Initialize(); + RefreshSlot(index); + + _slots[i].OnSelected + .Subscribe(_ => _currentIndex = index) + .AddTo(Disposables); + + _slots[i].OnSubmit + .Subscribe(_ => Register(index)) + .AddTo(Disposables); + } + + // 初期フォーカスを先頭スロットへ + if (_slots.Length > 0) + _inputService.SetSelectedGameObject(_slots[0].gameObject); + } + + /// 現在選択中スロットの登録を外す(Dialog の Remove 入力から呼ぶ)。 + public void RemoveCurrent() + { + if (_saveService.ClearSlot(_currentIndex)) + _slots[_currentIndex].SetEmpty(); + } + + // 対象アイテムを指定スロットへ登録し、表示を更新する。 + // Assign は既登録なら移動/入替、未登録なら上書きするため、影響が2スロットに及ぶ。全スロット再表示する。 + private void Register(int index) + { + if (_target == null) return; + if (_saveService.AssignSlot(index, _target.SlotType, _target.Id)) + RefreshAllSlots(); + } + + private void RefreshAllSlots() + { + for (int i = 0; i < _slots.Length; i++) + RefreshSlot(i); + } + + // 保存済み binding を master 解決してスロット表示を更新する(空なら空表示)。 + private void RefreshSlot(int index) + { + if (_saveService.TryGetSlot(index, out var slot) && HorrorInventoryHelper.TryGetSlotInfo(_databaseService.Database, slot.SlotType, slot.Id, out var info)) + _slots[index].SetSlot(info); + else + _slots[index].SetEmpty(); + } + } +} diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Dialogs/HorrorEquipmentShortcutDialogComponent.cs.meta b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Dialogs/HorrorEquipmentShortcutDialogComponent.cs.meta new file mode 100644 index 000000000..712e705b6 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Dialogs/HorrorEquipmentShortcutDialogComponent.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 70f0c6d358458f1469a74d20148b554a \ No newline at end of file diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Dialogs/HorrorInventoryDialog.cs b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Dialogs/HorrorInventoryDialog.cs index 49d3191cc..3ff1e86ea 100644 --- a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Dialogs/HorrorInventoryDialog.cs +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Dialogs/HorrorInventoryDialog.cs @@ -3,8 +3,10 @@ using Game.MVC.Core.Enums; using Game.MVC.Core.Scenes; using Game.Shared.Bootstrap; +using Game.Shared.Enums; using Game.Shared.Extensions; using R3; +using UnityEngine; namespace Game.Horror.Dialogs { @@ -36,25 +38,51 @@ public override UniTask PreInitialize() public override UniTask Startup() { - // ダイアログキャンセル - Observable.Merge(_inputService.UI.Cancel.OnPerformedAsObservable(), _inputService.UI.Inventory.OnPerformedAsObservable()) + // キャンセル:サブメニュー展開中は一段だけ閉じ、それ以外はダイアログを閉じる + _inputService.UI.Cancel.OnPerformedAsObservable() .Where(_ => State.IsProcessing()) + .Subscribe(_ => + { + if (SceneComponent.IsSubmenuOpen()) + SceneComponent.CloseSubmenu(); + else + TrySetResult(default); + }) + .AddTo(Disposables); + + // インベントリトグルでダイアログを閉じる(サブメニュー展開中は無効) + _inputService.UI.Inventory.OnPerformedAsObservable() + .Where(_ => State.IsProcessing() && !SceneComponent.IsSubmenuOpen()) .Subscribe(_ => TrySetResult(default)) .AddTo(Disposables); - // L1 (Previous) / R1 (Next) でタブ循環 + // L1 (Previous) / R1 (Next) でタブ循環(サブメニュー展開中は無効) _inputService.UI.Previous.OnPerformedAsObservable() - .Where(_ => State.IsProcessing()) + .Where(_ => State.IsProcessing() && !SceneComponent.IsSubmenuOpen()) .Subscribe(_ => SceneComponent.PreviousTab()) .AddTo(Disposables); _inputService.UI.Next.OnPerformedAsObservable() - .Where(_ => State.IsProcessing()) + .Where(_ => State.IsProcessing() && !SceneComponent.IsSubmenuOpen()) .Subscribe(_ => SceneComponent.NextTab()) .AddTo(Disposables); - SceneComponent.Initialize(); + // アクション選択:Shortcut はショートカット登録ダイアログをネストで開く。他は従来通り。 + SceneComponent.OnContextActionClicked + .Where(_ => State.IsProcessing()) + .SubscribeAwait(async (info, _) => + { + var slotInfo = info.SlotInfo; + SceneComponent.CloseSubmenu(); + + if (info.ContextActionType == InventoryContextActionType.Shortcut) + await HorrorEquipmentShortcutDialog.RunAsync(slotInfo); + else + Debug.Log($"[HorrorInventory] Action selected: {info.ContextActionType}"); + }) + .AddTo(Disposables); + SceneComponent.Initialize(); return base.Startup(); } diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Dialogs/HorrorInventoryDialogComponent.cs b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Dialogs/HorrorInventoryDialogComponent.cs index 87bed0152..85079ca6f 100644 --- a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Dialogs/HorrorInventoryDialogComponent.cs +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Dialogs/HorrorInventoryDialogComponent.cs @@ -1,8 +1,9 @@ using Game.Core.Services; using Game.Core.UI; -using Game.Horror.Item; +using Game.Horror.Inventory; using Game.Horror.Services; using Game.MVC.Core.Scenes; +using Game.Shared.Enums; using R3; using UnityEngine; @@ -13,16 +14,37 @@ public class HorrorInventoryDialogComponent : GameSceneComponent #region SerializeField [SerializeField] private TabGroup _tabGroup; - [SerializeField] private HorrorItemSlotView[] _slots; - [SerializeField] private HorrorItemDetailView _detailView; + [SerializeField] private CanvasGroup _slotsCanvasGroup; + [SerializeField] private HorrorInventorySlotView[] _slots; + [SerializeField] private HorrorInventorySlotDetailView _slotDetailView; + [SerializeField] private HorrorInventoryContextMenu _contextMenu; #endregion + private InputSystemService _inputService; + private HorrorInventorySlotView _submittedSlot; + + public Observable OnContextActionClicked + => _contextMenu.OnClicked.Select(x => new HorrorInventoryContextActionInfo + { + ContextActionType = x, + SlotInfo = _submittedSlot.SlotInfo + }); + public void Initialize() { + _inputService = GameServiceManager.Get(); + _tabGroup.Initialize(); BindSlots(); _tabGroup.ChangeTab(0); + + if (_contextMenu != null) + { + _contextMenu.OnClosed + .Subscribe(_ => OnSubmenuClosed()) + .AddTo(Disposables); + } } public void NextTab() => _tabGroup.NextTab(); @@ -31,17 +53,19 @@ public void Initialize() private void BindSlots() { var inventory = GameServiceManager.Resolve(); - var items = inventory.Data.Items; + var slots = inventory.Data.Slots; var database = GameServiceManager.Get().Database; for (int i = 0; i < _slots.Length; i++) { + _slots[i].Initialize(); + bool empty = true; - if (i < items.Count) + if (i < slots.Count) { - var entry = items[i]; - if (database.HorrorItemMasterTable.TryFindById(entry.ItemId, out var master)) + var slot = slots[i]; + if (HorrorInventoryHelper.TryGetSlotInfo(database, slot.SlotType, slot.Id, out var slotInfo)) { - _slots[i].SetItem(master, entry.Count); + _slots[i].SetSlot(slotInfo, slot.Count); empty = false; } } @@ -51,12 +75,56 @@ private void BindSlots() _slots[i].OnSelected .Subscribe(UpdateDetail) .AddTo(Disposables); + + _slots[i].OnSubmit + .Subscribe(OpenSubmenu) + .AddTo(Disposables); } UpdateDetail(_slots[0]); } - private void UpdateDetail(HorrorItemSlotView slot) - => _detailView.SetDetail(slot.Item); + private void UpdateDetail(HorrorInventorySlotView slot) + => _slotDetailView.SetSlotDetail(slot.SlotInfo); + + public bool IsSubmenuOpen() => _contextMenu != null && _contextMenu.IsOpen; + + // サブメニュー展開:非空スロットの決定で種別に応じたエントリを開く。空スロットは無視。 + private void OpenSubmenu(HorrorInventorySlotView slot) + { + if (IsSubmenuOpen()) return; + if (slot == null || slot.SlotInfo == null) return; + + var entries = slot.SlotInfo.SlotType.ToContextActions(); + if (entries.Length == 0) return; + + _submittedSlot = slot; + SetSlotsInteractable(false); + _contextMenu.Open(slot.RectTransform, entries); + } + + /// サブメニューを閉じる(キャンセル・アクション確定時に Dialog から呼ぶ)。 + public void CloseSubmenu() + { + if (_contextMenu != null) _contextMenu.Close(); + } + + // 閉じられたらグリッド操作を戻し、フォーカスを起点スロットへ復帰させる。 + private void OnSubmenuClosed() + { + SetSlotsInteractable(true); + if (_submittedSlot != null) + { + _inputService.SetSelectedGameObject(_submittedSlot.gameObject); + _submittedSlot = null; + } + } + + private void SetSlotsInteractable(bool value) + { + if (_slotsCanvasGroup == null) return; + _slotsCanvasGroup.interactable = value; + _slotsCanvasGroup.blocksRaycasts = value; + } } } diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Enemy.meta b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Enemy.meta new file mode 100644 index 000000000..6dddb38e7 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Enemy.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: b2e9948938e7e074983e71a45938fbd2 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Enemy/HorrorEnemyController.States.cs b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Enemy/HorrorEnemyController.States.cs new file mode 100644 index 000000000..975a1a735 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Enemy/HorrorEnemyController.States.cs @@ -0,0 +1,363 @@ +using Game.Library.Shared; +using Game.Shared.Extensions; +using UnityEngine; +using UnityEngine.AI; + +namespace Game.Horror.Enemy +{ + public partial class HorrorEnemyController + { + /// + /// 状態遷移イベントキー。 + /// Stagger/Death は TakeDamage 内の ForceTransition で割り込むため event 定義不要。 + /// + private enum StateEvent + { + /// 警戒検知(警戒度が SuspiciousThreshold 以上)→ InvestigateState へ + Suspect, + + /// 視認確定 または Alert レベル到達 → ChaseState へ + Spot, + + /// 攻撃間合い内 → AttackState へ + EnterAttack, + + /// 攻撃クールダウン完了かつ間合い外 → ChaseState へ + AttackDone, + + /// 視認・警戒喪失 → InvestigateState(LKP 追跡)へ + LostTarget, + + /// 捜索タイムアウト または Stagger 復帰で視認なし → WanderState へ + GiveUp, + } + + /// + /// ステートマシンを構築し遷移テーブルを登録する。 + /// + private void InitializeStateMachine() + { + _stateMachine = new EnemyStateMachine(this); + + // Dormant から各ステートへの遷移 + _stateMachine.AddTransition(StateEvent.Suspect); + _stateMachine.AddTransition(StateEvent.Spot); + + // Wander から各ステートへの遷移 + _stateMachine.AddTransition(StateEvent.Suspect); + _stateMachine.AddTransition(StateEvent.Spot); + + // Investigate から各ステートへの遷移 + _stateMachine.AddTransition(StateEvent.Spot); + _stateMachine.AddTransition(StateEvent.GiveUp); + + // Chase から各ステートへの遷移 + _stateMachine.AddTransition(StateEvent.EnterAttack); + _stateMachine.AddTransition(StateEvent.LostTarget); + + // Attack から Chase への復帰(間合い外に出た) + _stateMachine.AddTransition(StateEvent.AttackDone); + + // Stagger から各ステートへの復帰遷移(ForceTransition で入ってきた後) + _stateMachine.AddTransition(StateEvent.Spot); + _stateMachine.AddTransition(StateEvent.GiveUp); + + if (_startDormant) + _stateMachine.SetInitState(); + else + _stateMachine.SetInitState(); + } + + #region State: Dormant(休眠) + + /// + /// 休眠状態。エージェントを停止し、知覚が反応するまで動かない。 + /// 初期配置で周囲に気づいていない敵の開始状態として使用する。 + /// + private class DormantState : State + { + public override void Enter() + { + var ctx = Context; + ctx.StopAgent(); + ctx.SetSpeed(0f); + } + + public override void Update() + { + var ctx = Context; + + if (ctx._perception.HasConfirmedSight + || ctx._perception.Level == HorrorEnemyPerception.AwarenessLevel.Alert) + { + StateMachine.Transition(StateEvent.Spot); + return; + } + + if (ctx._perception.Level >= HorrorEnemyPerception.AwarenessLevel.Suspicious) + { + StateMachine.Transition(StateEvent.Suspect); + } + } + } + + #endregion + + #region State: Wander(徘徊) + + /// + /// 徘徊状態。NavMesh 上のランダム点を WalkSpeed で巡回する。 + /// 知覚が反応したら Investigate または Chase へ遷移する。 + /// + private class WanderState : State + { + public override void Enter() + { + var ctx = Context; + ctx.ResumeAgent(); + ctx.SetSpeed(ctx._master.WalkSpeed); + } + + public override void Update() + { + var ctx = Context; + + if (ctx._perception.HasConfirmedSight) + { + StateMachine.Transition(StateEvent.Spot); + return; + } + + if (ctx._perception.Level >= HorrorEnemyPerception.AwarenessLevel.Suspicious) + { + StateMachine.Transition(StateEvent.Suspect); + return; + } + + ctx.WanderToRandomPoint(); + } + } + + #endregion + + #region State: Investigate(捜索) + + /// + /// 捜索状態。LastHeardPosition または LastKnownPosition へ WalkSpeed で向かい、 + /// 到着後は周囲を緩やかに見回す。 + /// InvestigateGiveUpTime 経過で諦めて WanderState へ戻る。 + /// + private class InvestigateState : State + { + private float _giveUpTimer; + + public override void Enter() + { + var ctx = Context; + ctx.ResumeAgent(); + ctx.SetSpeed(ctx._master.WalkSpeed); + _giveUpTimer = 0f; + + // 聴覚位置を優先し、なければ視覚の最終確認位置(LKP)へ向かう + Vector3 dest = ctx._perception.LastHeardPosition != Vector3.zero + ? ctx._perception.LastHeardPosition + : ctx._perception.LastKnownPosition; + + if (ctx._navMeshAgent != null) + { + float leniency = ctx._navMeshAgent.radius + ctx._navMeshAgent.stoppingDistance + ctx._navMeshAgent.height; + ctx._navMeshAgent.SetDestinationImmediate(dest, leniency); + } + + ctx._lastDestination = dest; + } + + public override void Update() + { + var ctx = Context; + + if (ctx._perception.HasConfirmedSight) + { + StateMachine.Transition(StateEvent.Spot); + return; + } + + _giveUpTimer += Time.deltaTime; + if (_giveUpTimer >= ctx._master.InvestigateGiveUpTime) + { + StateMachine.Transition(StateEvent.GiveUp); + return; + } + + // 目標地点に到着したら周囲を見回す(Sin 波による左右スイング) + if (!ctx._navMeshAgent.pathPending && ctx._navMeshAgent.remainingDistance < 1.5f) + { + float swingAngle = Mathf.Sin(Time.time * 0.8f) * 60f; + ctx.transform.rotation = Quaternion.Slerp( + ctx.transform.rotation, + Quaternion.Euler(0f, ctx.transform.eulerAngles.y + swingAngle * Time.deltaTime, 0f), + 2f * Time.deltaTime); + } + } + } + + #endregion + + #region State: Chase(追跡) + + /// + /// 追跡状態。プレイヤー現在位置へ ChaseSpeed で追尾する。 + /// Enter 時に Scream を Publish してホード伝播させる。 + /// 攻撃間合いに入ったら Attack へ、視認・警戒を喪失したら Investigate へ遷移する。 + /// + private class ChaseState : State + { + public override void Enter() + { + var ctx = Context; + ctx.ResumeAgent(); + ctx.SetSpeed(ctx._master.ChaseSpeed); + // タイマーを RepathInterval 以上にして最初のフレームで即座に目的地を設定する + ctx._repathTimer = ctx._master.RepathInterval; + // ctx.PublishScream(); + } + + public override void Update() + { + var ctx = Context; + + if (ctx.IsWithinAttackRange()) + { + StateMachine.Transition(StateEvent.EnterAttack); + return; + } + + if (ctx._perception.HasConfirmedSight + || ctx._perception.Level == HorrorEnemyPerception.AwarenessLevel.Alert) + { + ctx.MoveToThrottled(ctx._player.transform.position); + return; + } + + // 視認・警戒が両方消えたら LKP を辿る Investigate へ + StateMachine.Transition(StateEvent.LostTarget); + } + } + + #endregion + + #region State: Attack(攻撃) + + /// + /// 攻撃状態。エージェントを停止し Attack トリガーを発火してダメージを与える。 + /// AttackCooldown 経過後: 間合い内なら継続攻撃、間合い外なら Chase へ戻る。 + /// + private class AttackState : State + { + private float _cooldownTimer; + + public override void Enter() + { + var ctx = Context; + ctx.StopAgent(); + ctx.TriggerAttack(); + ctx.ApplyAttackDamage(); + _cooldownTimer = 0f; + } + + public override void Update() + { + var ctx = Context; + ctx.FaceTarget(); + + _cooldownTimer += Time.deltaTime; + if (_cooldownTimer < ctx._master.AttackCooldown) return; + + if (ctx.IsWithinAttackRange()) + { + // 継続攻撃 + ctx.TriggerAttack(); + ctx.ApplyAttackDamage(); + _cooldownTimer = 0f; + } + else + { + ctx.ResumeAgent(); + StateMachine.Transition(StateEvent.AttackDone); + } + } + } + + #endregion + + #region State: Stagger(のけぞり) + + /// + /// のけぞり状態。TakeDamage から ForceTransition で割り込む。 + /// StaggerDuration 経過後: 視認中なら ChaseState へ、それ以外は WanderState へ復帰する。 + /// + private class StaggerState : State + { + private float _timer; + + public override void Enter() + { + var ctx = Context; + ctx.StopAgent(); + ctx.TriggerStagger(); + _timer = 0f; + } + + public override void Update() + { + var ctx = Context; + _timer += Time.deltaTime; + if (_timer < ctx._master.StaggerDuration) return; + + if (ctx._perception.HasConfirmedSight + || ctx._perception.Level == HorrorEnemyPerception.AwarenessLevel.Alert) + { + ctx.ResumeAgent(); + StateMachine.Transition(StateEvent.Spot); + } + else + { + ctx.ResumeAgent(); + StateMachine.Transition(StateEvent.GiveUp); + } + } + } + + #endregion + + #region State: Death(死亡) + + /// + /// 死亡状態。TakeDamage から ForceTransition で割り込む。終端状態。 + /// Death トリガーを発火し、NavMeshAgent とすべてのコライダーを無効化する。 + /// + private class DeathState : State + { + public override void Enter() + { + var ctx = Context; + ctx.TriggerDeath(); + + if (ctx._navMeshAgent) + ctx._navMeshAgent.enabled = false; + + // すべてのコライダーを無効化(プレイヤーとの衝突・攻撃判定を排除) + var colliders = ctx.GetComponents(); + foreach (var col in colliders) + col.enabled = false; + +#if DEVELOPMENT_BUILD || UNITY_EDITOR + Debug.Log($"[HorrorEnemyController] DeathState: 敵が死亡した ({ctx.name})"); + ctx.gameObject.SafeDestroy(); +#endif + } + } + + #endregion + } +} diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Enemy/HorrorEnemyController.States.cs.meta b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Enemy/HorrorEnemyController.States.cs.meta new file mode 100644 index 000000000..1ecf17836 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Enemy/HorrorEnemyController.States.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 5b9a001788030f14aa66d6b6a48df811 \ No newline at end of file diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Enemy/HorrorEnemyController.cs b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Enemy/HorrorEnemyController.cs new file mode 100644 index 000000000..170c68582 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Enemy/HorrorEnemyController.cs @@ -0,0 +1,351 @@ +using Game.Core.Services; +using Game.Library.Shared; +using Game.Shared.Combat; +using Game.Shared.Events; +using Game.Shared.Extensions; +using Game.Shared.Scriptable.Database.Tables; +using UnityEngine; +using UnityEngine.AI; + +namespace Game.Horror.Enemy +{ + /// + /// ホラーゲームのゾンビ型敵 AI コントローラー。 + /// + /// 7状態 FSM(Dormant/Wander/Investigate/Chase/Attack/Stagger/Death)で + /// 徘徊・知覚追跡・攻撃・被弾を制御する。 + /// NavMeshAgent の updatePosition=false/updateRotation=false + LateUpdate 手動同期により + /// 震えを防ぐ。 + /// + /// + // [RequireComponent(typeof(NavMeshAgent))] + // [RequireComponent(typeof(Animator))] + public partial class HorrorEnemyController : MonoBehaviour, IDamageable + { + [SerializeField] private NavMeshAgent _navMeshAgent; + [SerializeField] private Animator _animator; + [SerializeField] private HorrorEnemyPerception _perception; + + [Tooltip("true の場合、初期ステートを Dormant にする(配置済み敵の遅延起動用)")] + [SerializeField] private bool _startDormant; + + private EnemyStateMachine _stateMachine; + private bool _initialized; + + // Initialize で注入されるデータ + private GameObject _player; + private HorrorEnemyMaster _master; + private IDamageable _playerDamageable; + private MessagePipeService _messagePipeService; + + // 体力・速度 + private int _health; + private float _currentTargetSpeed; + + // 目的地更新の間引き管理(震え防止) + private Vector3 _lastDestination; + private float _repathTimer; + + // アニメーターパラメータハッシュ(StringToHash でキャッシュ) + private readonly int _animHashSpeed = Animator.StringToHash("Speed"); + private readonly int _animHashAttack = Animator.StringToHash("Attack"); + private readonly int _animHashStagger = Animator.StringToHash("Stagger"); + private readonly int _animHashDeath = Animator.StringToHash("Death"); + + // 定数 + private const float WanderRadius = 8f; + private const float ScreamLoudness = 2f; + private const float VelocityThreshold = 0.001f; + private const float RotationSmoothSpeed = 10f; + + /// + /// コントローラーを初期化する。スポーナーまたはシーン初期化から呼ぶ。 + /// + /// プレイヤーの GameObject + /// 調整値マスターデータ + public void Initialize(GameObject player, HorrorEnemyMaster master) + { + _player = player; + _master = master; + _playerDamageable = player.GetComponent(); + + // TryGetComponent(out _navMeshAgent); + // TryGetComponent(out _animator); + + // NavMeshAgent の自動位置・回転更新を無効化(震え防止) + // LateUpdate で手動同期する + if (_navMeshAgent != null) + { + _navMeshAgent.updatePosition = false; + _navMeshAgent.updateRotation = false; + } + + _health = master.MaxHealth; + + // 知覚センサーを初期化(視覚/聴覚の購読含む) + _perception.Initialize(player.transform, master); + + // MessagePipe サービスをキャッシュ(Scream 発火用) + _messagePipeService = GameServiceManager.Get(); + + InitializeStateMachine(); + _initialized = true; + +#if DEVELOPMENT_BUILD || UNITY_EDITOR + Debug.Log($"[HorrorEnemyController] Initialize: player={player.name}, health={_health}, dormant={_startDormant}"); +#endif + } + + #region MonoBehaviour + + private void Update() + { + if (!_initialized) return; + _stateMachine.Update(); + } + + private void FixedUpdate() + { + if (!_initialized) return; + _stateMachine.FixedUpdate(); + } + + private void LateUpdate() + { + if (!_initialized) return; + SyncPositionAndRotation(); + _stateMachine.LateUpdate(); + } + + #endregion + + #region IDamageable + + /// 死亡フラグ(体力が 0 以下) + public bool IsDead => _health <= 0; + + /// + /// ダメージを受ける。致死なら Death、非致死なら Stagger へ ForceTransition で割り込む。 + /// + /// 受けるダメージ量 + public void TakeDamage(int damage) + { + if (IsDead) return; + + _health -= damage; + + if (_health <= 0) + { + _health = 0; + if (_stateMachine != null && _stateMachine.IsProcessing()) + _stateMachine.ForceTransition(); + } + else + { + if (_stateMachine != null && _stateMachine.IsProcessing()) + _stateMachine.ForceTransition(); + } + } + + #endregion + + #region Position Sync(Anti-Jitter) + + /// + /// NavMeshAgent の計算位置・速度を Transform にスムーズに同期する。 + /// updatePosition=false なので LateUpdate で手動呼び出しが必要。 + /// + private void SyncPositionAndRotation() + { + if (_navMeshAgent == null) return; + + // NavMeshAgent の計算位置を Transform に反映 + transform.position = _navMeshAgent.nextPosition; + + // 移動方向へ Slerp で回転(移動中のみ) + if (_navMeshAgent.velocity.sqrMagnitude > VelocityThreshold) + { + var targetRotation = Quaternion.LookRotation(_navMeshAgent.velocity.normalized); + transform.rotation = Quaternion.Slerp( + transform.rotation, + targetRotation, + RotationSmoothSpeed * Time.deltaTime); + } + + // アニメーター Speed 更新 + bool isMoving = _navMeshAgent.velocity.sqrMagnitude > VelocityThreshold; + float animSpeed = isMoving ? _currentTargetSpeed : 0f; + if (_animator) _animator.SetFloat(_animHashSpeed, animSpeed); + } + + #endregion + + #region Speed Control + + /// + /// NavMeshAgent の速度とアニメーション用速度を設定する。 + /// + /// 移動速度 + private void SetSpeed(float speed) + { + if (_navMeshAgent != null) _navMeshAgent.speed = speed; + _currentTargetSpeed = speed; + } + + #endregion + + #region Navigation + + /// + /// RepathInterval で間引きながら目的地を更新する。 + /// 大きく目的地がずれた場合は即座に更新する。 + /// SetDestinationImmediate を使用(Unity 6 の SetDestination バグ回避)。 + /// + /// 目的地のワールド座標 + private void MoveToThrottled(Vector3 target) + { + if (_navMeshAgent == null || _master == null) return; + + float distFromLast = Vector3.Distance(target, _lastDestination); + if (distFromLast > 1f) + { + float leniency = _navMeshAgent.radius + _navMeshAgent.stoppingDistance + _navMeshAgent.height; + if (_navMeshAgent.SetDestinationImmediate(target, leniency)) + _lastDestination = target; + _repathTimer = 0f; + return; + } + + _repathTimer += Time.deltaTime; + if (_repathTimer >= _master.RepathInterval) + { + _repathTimer = 0f; + float leniency = _navMeshAgent.radius + _navMeshAgent.stoppingDistance + _navMeshAgent.height; + if (_navMeshAgent.SetDestinationImmediate(target, leniency)) + _lastDestination = target; + } + } + + /// + /// ランダムな NavMesh 上の点へ向かう。 + /// 到着済みのときのみ次の目的地を設定する。 + /// + private void WanderToRandomPoint() + { + if (_navMeshAgent == null) return; + if (_navMeshAgent.pathPending) return; + if (_navMeshAgent.remainingDistance > 0.5f) return; + + var randomDir = Random.insideUnitSphere * WanderRadius; + randomDir.y = 0f; + var randomPos = transform.position + randomDir; + + if (NavMesh.SamplePosition(randomPos, out var hit, WanderRadius, NavMesh.AllAreas)) + { + float leniency = _navMeshAgent.radius + _navMeshAgent.stoppingDistance + _navMeshAgent.height; + if (_navMeshAgent.SetDestinationImmediate(hit.position, leniency)) + _lastDestination = hit.position; + } + } + + /// + /// プレイヤーの方向へ緩やかに回転する(AttackState の正面向き用)。 + /// + private void FaceTarget() + { + if (!_player) return; + var forward = _player.transform.position - transform.position; + forward.y = 0f; + if (forward.sqrMagnitude < 0.001f) return; + var lookRot = Quaternion.LookRotation(forward); + transform.rotation = Quaternion.Slerp(transform.rotation, lookRot, RotationSmoothSpeed * Time.deltaTime); + } + + /// + /// プレイヤーまでの距離を返す。プレイヤーが null の場合は float.MaxValue。 + /// + private float DistanceToPlayer() + { + if (!_player) return float.MaxValue; + return Vector3.Distance(transform.position, _player.transform.position); + } + + /// + /// 現在のプレイヤー位置が攻撃間合い内かどうかを返す。 + /// + private bool IsWithinAttackRange() + { + return _master != null && DistanceToPlayer() <= _master.AttackRange; + } + + /// NavMeshAgent を停止する。 + private void StopAgent() + { + if (_navMeshAgent != null) _navMeshAgent.isStopped = true; + } + + /// NavMeshAgent を再開する。 + private void ResumeAgent() + { + if (_navMeshAgent != null) _navMeshAgent.isStopped = false; + } + + #endregion + + #region Combat / Sound + + /// + /// ホード伝播用のスクリーム NoiseEvent を MessagePipe で Publish する。 + /// ChaseState への突入時に呼ぶ。 + /// + private void PublishScream() + { + _messagePipeService?.Publish(new NoiseEvent(transform.position, ScreamLoudness, NoiseType.Scream)); + } + + /// + /// プレイヤーへ攻撃ダメージを与える。 + /// + private void ApplyAttackDamage() + { + _playerDamageable?.TakeDamage(_master.AttackDamage); + } + + #endregion + + #region Animator Helpers + + private void TriggerAttack() + { + if (_animator != null) _animator.SetTrigger(_animHashAttack); + } + + private void TriggerStagger() + { + if (_animator != null) _animator.SetTrigger(_animHashStagger); + } + + private void TriggerDeath() + { + if (_animator != null) _animator.SetTrigger(_animHashDeath); + } + + #endregion + + #region StateMachine Nested Class + + /// + /// ForceTransition を許可する敵専用ステートマシン。 + /// Stagger/Death への割り込み遷移(TakeDamage 内)で使用する。 + /// + private sealed class EnemyStateMachine : StateMachine + { + public EnemyStateMachine(HorrorEnemyController ctx) : base(ctx) { } + + /// ForceTransition を許可する + protected override bool AllowForceTransition => true; + } + + #endregion + } +} diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Enemy/HorrorEnemyController.cs.meta b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Enemy/HorrorEnemyController.cs.meta new file mode 100644 index 000000000..e1bd3f37b --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Enemy/HorrorEnemyController.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 9452bc5f5382ed54189a4c0052bc51a6 \ No newline at end of file diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Enemy/HorrorEnemyPerception.cs b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Enemy/HorrorEnemyPerception.cs new file mode 100644 index 000000000..8d858e84c --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Enemy/HorrorEnemyPerception.cs @@ -0,0 +1,409 @@ +using System; +using Game.Core.Services; +using Game.Shared.Constants; +using Game.Shared.Events; +using Game.Shared.Scriptable.Database.Tables; +using UnityEngine; + +namespace Game.Horror.Enemy +{ + /// + /// ホラーゲームのゾンビ型敵 AI 知覚センサー。 + /// 視覚(距離 → 視野角 → 遮蔽 Raycast の多段評価)と + /// 聴覚( の MessagePipe 購読)を統合し、 + /// 警戒度ゲージ (0〜1)を駆動する。 + /// コントローラーから で注入を受けた後、 + /// Update で自律的に知覚を更新する。 + /// + public class HorrorEnemyPerception : MonoBehaviour + { + [Tooltip("視覚スキャンの間引き間隔(秒)。毎フレームではなく間引く")] + [SerializeField] private float _scanInterval = 0.1f; + + [Tooltip("遮蔽判定の対象レイヤー(壁・床・構造物)。Initialize 時に 0 なら Structure|Ground を既定設定する")] + [SerializeField] private LayerMask _occluderMask; + + // 追跡対象と調整値(Initialize で注入) + private Transform _target; + private HorrorEnemyMaster _master; + + // 視野半角の余弦(Initialize で事前計算し Update の Mathf.Cos を回避) + private float _cosHalfAngle; + + // 視覚スキャンのタイマー + private float _nextScanTime; + + // MessagePipe 聴覚購読の解放ハンドル(破棄漏れ防止) + private IDisposable _noiseSubscription; + + // 警戒度ゲージ(0..1) + private float _awareness; + + // 公開状態 + private bool _hasConfirmedSight; + private float _sightDistance; + private Vector3 _lastKnownPosition; + private Vector3 _lastHeardPosition; + +#if UNITY_EDITOR + [Header("Debug Gizmos")] + [SerializeField] private bool _drawGizmos; + [SerializeField] private bool _drawSightRange = true; + [SerializeField] private bool _drawSightCone = true; + [SerializeField] private bool _drawSightRay = true; + [SerializeField] private bool _drawHearingRadius = true; + + private static readonly Color GizmoColorSightRange = new Color(1f, 1f, 0f, 0.5f); + private static readonly Color GizmoColorSightCone = new Color(1f, 0.8f, 0f, 0.4f); + private static readonly Color GizmoColorSightRayClear = Color.green; + private static readonly Color GizmoColorSightRayBlocked = Color.red; + private static readonly Color GizmoColorSightRayOutOfCone = new Color(0.5f, 0.5f, 0.5f); + private static readonly Color GizmoColorHearingRadius = new Color(0f, 0.8f, 1f, 0.3f); + + // Gizmo スナップショット(最後のスキャン結果を OnDrawGizmos から参照する) + private Vector3 _gizmoEyePos; + private Vector3 _gizmoTargetPos; + private bool _gizmoRayActive; + private bool _gizmoRayBlocked; + private bool _gizmoTargetInRange; +#endif + + /// + /// 警戒レベル( を閾値で量子化した値) + /// + public enum AwarenessLevel + { + /// 平常:脅威を認識していない + Unaware, + + /// 警戒:何かがおかしいと感じている + Suspicious, + + /// 発見:プレイヤーを確定認識している + Alert, + } + + #region 公開 API + + /// 現在の警戒レベル + public AwarenessLevel Level + { + get + { + if (_master == null) return AwarenessLevel.Unaware; + if (_awareness >= _master.AlertThreshold) return AwarenessLevel.Alert; + if (_awareness >= _master.SuspiciousThreshold) return AwarenessLevel.Suspicious; + return AwarenessLevel.Unaware; + } + } + + /// 直近スキャンで視線が通ったか + public bool HasConfirmedSight => _hasConfirmedSight; + + /// 視覚で最後に確認したプレイヤー位置 + public Vector3 LastKnownPosition => _lastKnownPosition; + + /// 聴覚で最後に検知した音の発生位置 + public Vector3 LastHeardPosition => _lastHeardPosition; + + /// 警戒度ゲージ(0〜1、デバッグ/UI 用) + public float Awareness => _awareness; + + #endregion + + #region 初期化 + + /// + /// 知覚センサーを初期化する。コントローラーから Awake または生成直後に呼ぶ。 + /// + /// 追跡対象(プレイヤー)の Transform + /// 調整値マスターデータ + public void Initialize(Transform target, HorrorEnemyMaster master) + { + _target = target; + _master = master; + + // 視野半角の余弦を事前計算(スキャン毎の Mathf.Cos を回避) + _cosHalfAngle = Mathf.Cos(master.SightHalfAngle * Mathf.Deg2Rad); + + // Inspector 未設定時は Structure|Ground を既定として使用 + if (_occluderMask.value == 0) + _occluderMask = LayerMaskConstants.Structure | LayerMaskConstants.Ground; + + // 聴覚: NoiseEvent を購読。戻り IDisposable を保持(OnDestroy/OnDisable で破棄) + var messagePipeService = GameServiceManager.Get(); + _noiseSubscription = messagePipeService.Subscribe(OnNoise); + +#if DEVELOPMENT_BUILD || UNITY_EDITOR + Debug.Log($"[HorrorEnemyPerception] Initialize: target={target.name}, sightRange={master.SightRange}, hearingRadius={master.HearingRadius}"); +#endif + } + + #endregion + + #region MonoBehaviour + + private void Update() + { + if (_master == null || _target == null) return; + + // ---- 視覚スキャン(間引き) ---- + if (Time.time >= _nextScanTime) + { + _nextScanTime = Time.time + _scanInterval; + ScanVision(); + } + + // ---- 警戒度ゲージ更新(毎フレーム) ---- + float distance01 = _hasConfirmedSight && _master.SightRange > 0f + ? Mathf.Clamp01(_sightDistance / _master.SightRange) + : 1f; + + _awareness = UpdateAwareness( + _awareness, + _hasConfirmedSight, + distance01, + _master.AwarenessFillRate, + _master.AwarenessDecayRate, + Time.deltaTime); + } + + private void OnDisable() + { + _noiseSubscription?.Dispose(); + _noiseSubscription = null; + _hasConfirmedSight = false; + _nextScanTime = 0f; + } + + private void OnDestroy() + { + _noiseSubscription?.Dispose(); + _noiseSubscription = null; + } + + #endregion + + #region 視覚スキャン + + /// + /// 視覚パイプラインを1スキャン実行する。 + /// 安価な判定(距離 → 視野角 → Raycast)の順に評価し、 + /// いずれかで失格になれば即 return することで物理コストを最小化する。 + /// + private void ScanVision() + { + if (_target == null || _master == null) + { + _hasConfirmedSight = false; + return; + } + + Vector3 toTarget = _target.position - transform.position; + + // Step 1: 距離(sqrMagnitude で sqrt を回避) + float sightRangeSq = _master.SightRange * _master.SightRange; + if (toTarget.sqrMagnitude > sightRangeSq) + { + _hasConfirmedSight = false; +#if UNITY_EDITOR + _gizmoTargetInRange = false; + _gizmoRayActive = false; +#endif + return; + } + + float distance = toTarget.magnitude; + Vector3 toTargetNormalized = distance > 0f ? toTarget / distance : transform.forward; + + // Step 2: 視野角(Dot と事前計算済み cos 閾値で判定。Vector3.Angle より軽量) + if (!IsInSightCone(transform.forward, toTargetNormalized, _cosHalfAngle)) + { + _hasConfirmedSight = false; +#if UNITY_EDITOR + _gizmoTargetInRange = true; + _gizmoRayActive = false; +#endif + return; + } + + // Step 3: 視線遮蔽(目の高さから Raycast。構造物/地形を遮蔽判定) + Vector3 eyePos = transform.position + Vector3.up * _master.EyeHeight; + Vector3 eyeToTarget = _target.position - eyePos; + float eyeDist = eyeToTarget.magnitude; + + bool occluded = eyeDist > 0f && Physics.Raycast( + eyePos, + eyeToTarget / eyeDist, + eyeDist, + _occluderMask, + QueryTriggerInteraction.Ignore); + +#if UNITY_EDITOR + _gizmoEyePos = eyePos; + _gizmoTargetPos = _target.position; + _gizmoTargetInRange = true; + _gizmoRayActive = true; + _gizmoRayBlocked = occluded; +#endif + + if (occluded) + { + _hasConfirmedSight = false; + return; + } + + // 視認成立 + _hasConfirmedSight = true; + _sightDistance = distance; + _lastKnownPosition = _target.position; + } + + #endregion + + #region 聴覚 + + /// + /// NoiseEvent を受信したときの処理。 + /// 到達半径内なら を更新し、警戒度を加算する。 + /// + private void OnNoise(NoiseEvent evt) + { + if (_master == null) return; + + float reachRadius = HearingRadiusFor(_master.HearingRadius, evt.Loudness, _master.HearingSensitivity); + float dist = Vector3.Distance(transform.position, evt.Position); + + if (dist > reachRadius) return; + + _lastHeardPosition = evt.Position; + + // 近いほど・音が大きいほど警戒度を多く加算 + float distRatio = reachRadius > 0f ? Mathf.Clamp01(1f - dist / reachRadius) : 1f; + float addition = evt.Loudness * distRatio * 0.3f; + _awareness = Mathf.Clamp01(_awareness + addition); + } + + #endregion + + #region 純粋計算ヘルパー(EditMode テスト用に public static) + + /// + /// 方向ベクトルが視野錐の内側にあるかを判定する。 + /// Vector3.Angle を使わず Dot と cos 閾値で判定することで sqrt を回避する。 + /// + /// センサーの前方ベクトル(正規化済み) + /// センサーからターゲットへの方向(正規化済み) + /// 視野半角の余弦(Mathf.Cos(halfAngle * Deg2Rad) の事前計算値) + /// 視野錐内なら true + public static bool IsInSightCone(Vector3 forward, Vector3 toTargetNormalized, float cosHalfAngle) + { + return Vector3.Dot(forward, toTargetNormalized) >= cosHalfAngle; + } + + /// + /// 聴覚の到達半径を計算する。 + /// + /// 基準半径(マスターデータの HearingRadius) + /// 音の大きさ(0=無音、1=通常、それ以上=特大) + /// 聴覚感度倍率(マスターデータの HearingSensitivity) + /// 実効到達半径(メートル) + public static float HearingRadiusFor(float baseRadius, float loudness, float sensitivity) + { + return baseRadius * loudness * sensitivity; + } + + /// + /// 警戒度ゲージを 1 ステップ更新する(純粋関数)。 + /// 視認継続中は距離が近いほど速く充填し、刺激がなければ減衰する。 + /// + /// 現在の警戒度(0〜1) + /// 視認成立フラグ + /// 視程に対する距離の割合(0=最近接、1=視程端) + /// 充填レート(/秒) + /// 減衰レート(/秒) + /// 経過時間(deltaTime) + /// 更新後の警戒度(0〜1 にクランプ済み) + public static float UpdateAwareness( + float current, + bool hasSight, + float distance01, + float fillRate, + float decayRate, + float dt) + { + if (hasSight) + { + // 近いほど充填が速い(distance01=0 なら 2x レート、=1 なら 1x レート) + float proximityMultiplier = 1f + (1f - distance01); + current += fillRate * proximityMultiplier * dt; + } + else + { + current -= decayRate * dt; + } + + return Mathf.Clamp01(current); + } + + #endregion + +#if UNITY_EDITOR + private void OnDrawGizmos() + { + if (!_drawGizmos || _master == null) return; + + float sightRange = _master.SightRange; + float eyeH = _master.EyeHeight; + Vector3 eyePos = transform.position + Vector3.up * eyeH; + + // 視程スフィア + if (_drawSightRange) + { + Gizmos.color = GizmoColorSightRange; + Gizmos.DrawWireSphere(transform.position, sightRange); + } + + // 視野錐(正面 + 水平/垂直の縁 4 本) + if (_drawSightCone) + { + Gizmos.color = GizmoColorSightCone; + float halfRad = _master.SightHalfAngle * Mathf.Deg2Rad; + float cosA = Mathf.Cos(halfRad); + float sinA = Mathf.Sin(halfRad); + Vector3 fwd = transform.forward; + Vector3 right = transform.right; + Vector3 up = transform.up; + + Gizmos.DrawRay(eyePos, fwd * sightRange); + Gizmos.DrawRay(eyePos, (fwd * cosA + right * sinA) * sightRange); + Gizmos.DrawRay(eyePos, (fwd * cosA - right * sinA) * sightRange); + Gizmos.DrawRay(eyePos, (fwd * cosA + up * sinA) * sightRange); + Gizmos.DrawRay(eyePos, (fwd * cosA - up * sinA) * sightRange); + } + + // 聴覚半径(基準半径を描画) + if (_drawHearingRadius) + { + Gizmos.color = GizmoColorHearingRadius; + Gizmos.DrawWireSphere(transform.position, _master.HearingRadius); + } + + // 視線レイ(Play 中かつスナップショット有効時のみ) + if (!Application.isPlaying || !_drawSightRay) return; + + if (_gizmoRayActive) + { + Gizmos.color = _gizmoRayBlocked ? GizmoColorSightRayBlocked : GizmoColorSightRayClear; + Gizmos.DrawLine(_gizmoEyePos, _gizmoTargetPos); + } + else if (_gizmoTargetInRange && _target != null) + { + // 距離内だが視野角外または遮蔽 → グレーで描画 + Gizmos.color = GizmoColorSightRayOutOfCone; + Gizmos.DrawLine(eyePos, _target.position); + } + } +#endif + } +} diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Enemy/HorrorEnemyPerception.cs.meta b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Enemy/HorrorEnemyPerception.cs.meta new file mode 100644 index 000000000..18a4143a0 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Enemy/HorrorEnemyPerception.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: ffb5691938db482499192362e6740689 \ No newline at end of file diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Enemy/HorrorEnemyStart.cs b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Enemy/HorrorEnemyStart.cs new file mode 100644 index 000000000..9c5e4341e --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Enemy/HorrorEnemyStart.cs @@ -0,0 +1,53 @@ +using Cysharp.Threading.Tasks; +using Game.Core.Services; +using Game.Shared.Bootstrap; +using UnityEngine; + +namespace Game.Horror.Enemy +{ + /// + /// 敵生成地点。配置された地点で HorrorEnemy prefab を Addressables から生成し、 + /// マスターデータ(ScriptableDatabase)を引いて する。 + /// HorrorPlayerStart と同じ「シーンに配置 → シーン側が走査して起動」する作法に倣う。 + /// + public class HorrorEnemyStart : MonoBehaviour + { + [Tooltip("生成する敵のマスターデータ ID(HorrorEnemyMasterTable の PrimaryKey)")] + [SerializeField] private int _enemyMasterId = 1; + + private GameObject _enemy; + + /// + /// マスターデータを引いて敵を生成・初期化する。 + /// + /// 追跡対象のプレイヤー GameObject + public async UniTask LoadEnemyAsync(GameObject player) + { + var dbService = GameServiceManager.Get(); + if (!dbService.Database.HorrorEnemyMasterTable.TryFindById(_enemyMasterId, out var master)) + { + Debug.LogError($"[HorrorEnemyStart] HorrorEnemyMaster (Id={_enemyMasterId}) が見つかりません。"); + return; + } + + var assetService = GameServiceManager.Get(); + _enemy = await assetService.InstantiateAsync("HorrorEnemy", transform); + + if (_enemy.TryGetComponent(out var controller)) + { + controller.Initialize(player, master); + return; + } + + throw new MissingComponentException($"Cannot find {nameof(HorrorEnemyController)}"); + } + + public void UnloadEnemy() + { + if (_enemy == null) return; + var assetService = GameServiceManager.Get(); + assetService.ReleaseInstance(_enemy); + _enemy = null; + } + } +} diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Enemy/HorrorEnemyStart.cs.meta b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Enemy/HorrorEnemyStart.cs.meta new file mode 100644 index 000000000..4a2e3cc23 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Enemy/HorrorEnemyStart.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: f39ca1c68abf80b4083ba21f6c13dde2 \ No newline at end of file diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Equipment.meta b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Equipment.meta new file mode 100644 index 000000000..42c7d6453 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Equipment.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 54e73214a89d993468027e6bfcae8836 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Equipment/HorrorEquipmentSlotView.cs b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Equipment/HorrorEquipmentSlotView.cs new file mode 100644 index 000000000..4bc179351 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Equipment/HorrorEquipmentSlotView.cs @@ -0,0 +1,90 @@ +using Game.Core.Services; +using Game.Horror.Services; +using Game.Shared.Interfaces; +using R3; +using UnityEngine; +using UnityEngine.EventSystems; +using UnityEngine.UI; + +namespace Game.Horror.Equipment +{ + /// + /// ショートカットダイアログ / HUD 共用の1スロット(D-Pad 1〜4)。登録アイテムのアイコンを表示し、 + /// 選択(ISelectHandler)・決定(Button)を通知する。選択されるのは Selectable(子 Button)自身なので、 + /// このコンポーネントは Button と同じ GameObject に付与する。 + /// ※インベントリの HorrorInventorySlotView と同イディオムだが、挙動分岐に備えて独立実装とする。 + /// + public class HorrorEquipmentSlotView : MonoBehaviour, ISelectHandler + { + [SerializeField] private Button _button; + [SerializeField] private Image _iconImage; // 登録アイテムのアイコン表示 + [SerializeField] private Image _frameImage; // 枠表示(HUD の装備中ハイライト等。ダイアログ側は未配線=null許容) + + private readonly Subject _onSelected = new(); + + /// このスロットが選択された通知。Component が購読して現在スロットを追跡する。 + public Observable OnSelected => _onSelected; + + private readonly Subject _onSubmit = new(); + + /// このスロットで決定された通知。Component が購読して登録する。 + public Observable OnSubmit => _onSubmit; + + public void Initialize() + { + _button.OnClickAsObservable() + .Subscribe(_ => _onSubmit.OnNext(this)) + .AddTo(this); + } + + public void SetSlot(IHorrorInventorySlotInfo info) + { + SetIcon(info); + } + + public void SetEmpty() + { + SetIcon(null); + } + + /// 枠の色を設定する(HUD の装備中ハイライト表示用)。未配線なら何もしない。 + public void SetFrameColor(Color color) + { + if (_frameImage != null) + _frameImage.color = color; + } + + private void SetIcon(IHorrorInventorySlotInfo item) + { + if (item == null || string.IsNullOrEmpty(item.IconAssetName)) + { + if (_iconImage != null) + { + _iconImage.sprite = null; + _iconImage.enabled = false; + } + return; + } + + var iconService = GameServiceManager.Get(); + var icon = iconService.GetSprite(item.IconAssetName); + + if (_iconImage != null) + { + _iconImage.sprite = icon; + _iconImage.enabled = icon != null; + } + } + + public void OnSelect(BaseEventData eventData) + { + _onSelected.OnNext(this); + } + + private void OnDestroy() + { + _onSelected.Dispose(); + _onSubmit.Dispose(); + } + } +} diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Equipment/HorrorEquipmentSlotView.cs.meta b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Equipment/HorrorEquipmentSlotView.cs.meta new file mode 100644 index 000000000..7daeabfbc --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Equipment/HorrorEquipmentSlotView.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: c15926ba9acc3f54ab73649c08aedad8 \ No newline at end of file diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Equipment/HorrorEquipmentsView.cs b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Equipment/HorrorEquipmentsView.cs new file mode 100644 index 000000000..fb3263b2c --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Equipment/HorrorEquipmentsView.cs @@ -0,0 +1,94 @@ +using DG.Tweening; +using Game.Core.Services; +using Game.Horror.Inventory; +using Game.Horror.Services; +using Game.Shared.Enums; +using Game.Shared.Interfaces; +using Game.Shared.Services; +using UnityEngine; + +namespace Game.Horror.Equipment +{ + /// + /// 装備切替ショートカット HUD(D-Pad 4スロット常時表示)。切替成功時に Show を呼ぶと + /// 現在の登録内容と装備中スロットの枠ハイライトを表示し、一定時間後に自動でフェードアウトする。 + /// スロット並びはショートカット登録ダイアログと一致させる: 1=左 / 2=上 / 3=右 / 4=下(index 0-3)。 + /// + public class HorrorEquipmentsView : MonoBehaviour + { + [SerializeField] private HorrorEquipmentSlotView[] _slots; + [SerializeField] private CanvasGroup _canvasGroup; + + [SerializeField] private float _fadeInSeconds = 0.2f; + [SerializeField] private float _holdSeconds = 2f; + [SerializeField] private float _fadeOutSeconds = 0.5f; + + [SerializeField] private Color _equippedFrameColor = Color.darkCyan; + [SerializeField] private Color _normalFrameColor = Color.white; + + private IScriptableDatabaseService _databaseService; + private HorrorEquipmentSaveService _saveService; + private Sequence _sequence; + + private void Awake() + { + // Instantiate 時点(フレーム0)から非表示にする。prefab 側の Alpha はレイアウト作業性のため 1 のまま変更しない + _canvasGroup.alpha = 0f; + } + + /// + /// 依存解決を行う。プレイヤーコントローラーの初期化処理から呼ぶこと。 + /// + public void Initialize() + { + _databaseService = GameServiceManager.Get(); + _saveService = GameServiceManager.Resolve(); + } + + /// + /// 装備切替成功時に呼ぶ。4スロットの登録内容を表示し、装備中スロットの枠だけハイライトしてフェード表示する。 + /// フェード中の再呼び出しは現在の透明度から滑らかに再フェードインし、保持タイマーをリセットする。 + /// + /// 装備中アイテムのスロット種別 + /// 装備中アイテムの Id + public void Show(InventorySlotType equippedType, int equippedId) + { + // 1. 登録内容の更新(ダイアログの RefreshSlot と同イディオム) + for (int i = 0; i < _slots.Length; i++) + RefreshSlot(i); + + // 2. 枠色の明示適用(装備中スロットのみハイライト、それ以外は毎回通常色に戻す) + for (int i = 0; i < _slots.Length; i++) + { + var isEquipped = _saveService.TryGetSlot(i, out var slot) && slot.SlotType == equippedType && slot.Id == equippedId; + _slots[i].SetFrameColor(isEquipped ? _equippedFrameColor : _normalFrameColor); + } + + // 3. フェード演出:再 Show なら Kill して作り直す(Kill(complete:false) は現在 alpha を保持するため滑らかに繋がる) + if (_sequence != null && _sequence.IsActive()) + _sequence.Kill(); + + _sequence = DOTween.Sequence() + .Append(_canvasGroup.DOFade(1f, _fadeInSeconds)) + .AppendInterval(_holdSeconds) + .Append(_canvasGroup.DOFade(0f, _fadeOutSeconds)) + .SetUpdate(true); // ポーズ中(timeScale=0)でもフェードを止めない + } + + // 保存済み binding を master 解決してスロット表示を更新する(空なら空表示)。 + private void RefreshSlot(int index) + { + if (_saveService.TryGetSlot(index, out var slot) && HorrorInventoryHelper.TryGetSlotInfo(_databaseService.Database, slot.SlotType, slot.Id, out var info)) + _slots[index].SetSlot(info); + else + _slots[index].SetEmpty(); + } + + private void OnDestroy() + { + // フェード中のステージ遷移(プレイヤー破棄)で死んだ CanvasGroup へ tween が走るのを防ぐ + if (_sequence != null && _sequence.IsActive()) + _sequence.Kill(); + } + } +} diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Equipment/HorrorEquipmentsView.cs.meta b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Equipment/HorrorEquipmentsView.cs.meta new file mode 100644 index 000000000..8e6432cb1 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Equipment/HorrorEquipmentsView.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 6a583db0891b95740843ed304cadecb1 \ No newline at end of file diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Game.MVC.Horror.asmdef b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Game.MVC.Horror.asmdef index 5886170c0..0bc1812a8 100644 --- a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Game.MVC.Horror.asmdef +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Game.MVC.Horror.asmdef @@ -6,6 +6,7 @@ "Game.Shared", "Game.Library.Shared", "UniTask", + "UniTask.Addressables", "R3.Unity", "R3.Unity.TextMeshPro", "MessagePipe", diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/HorrorGameLauncher.cs b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/HorrorGameLauncher.cs index 2415458f0..e4cd5a484 100644 --- a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/HorrorGameLauncher.cs +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/HorrorGameLauncher.cs @@ -35,6 +35,10 @@ public async UniTask StartupAsync() // 共通オブジェクト読み込み await HorrorGameRootController.LoadAssetAsync(); + // アイコン一括ロード + var iconService = GameServiceManager.Get(); + await iconService.LoadAsync(); + // オプション設定: ロード → 共有登録 → 起動時の静的適用 var saveDataStorage = new SaveDataStorage(); var optionSaveService = new HorrorOptionSaveService(saveDataStorage); @@ -58,11 +62,16 @@ public async UniTask StartupAsync() await inventorySaveService.LoadAsync(); GameServiceManager.Register(inventorySaveService); + // 装備状態: ロード(マスター整合込み)→ 共有登録(所持判定はインベントリへ委譲) + var equipmentSaveService = new HorrorEquipmentSaveService(saveDataStorage, dbService, inventorySaveService); + await equipmentSaveService.LoadAsync(); + GameServiceManager.Register(equipmentSaveService); + var interactionSaveService = new HorrorInteractionSaveService(saveDataStorage, dbService); await interactionSaveService.LoadAsync(); GameServiceManager.Register(interactionSaveService); - var checkpointSaveService = new HorrorCheckpointSaveService(interactionSaveService, inventorySaveService); + var checkpointSaveService = new HorrorCheckpointSaveService(interactionSaveService, inventorySaveService, equipmentSaveService); GameServiceManager.Register(checkpointSaveService); // 5. 初期シーン遷移 @@ -76,6 +85,8 @@ public async UniTask ShutdownAsync() await gameSceneService.TerminateAllAsync(); var audioService = GameServiceManager.Get(); audioService.Unload(); + var iconService = GameServiceManager.Get(); + iconService.Unload(); GameServiceManager.Instance.Shutdown(); await UniTask.Yield(); } diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Interaction/HorrorItemInteractable.cs b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Interaction/HorrorItemInteractable.cs index dde834c97..fa3183314 100644 --- a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Interaction/HorrorItemInteractable.cs +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Interaction/HorrorItemInteractable.cs @@ -26,11 +26,10 @@ public override void Interact() private bool TryPickUpItem() { - if (Master == null || !Database.HorrorItemMasterTable.TryFindById(Master.GrantItemId, out var itemMaster)) + if (Master == null || !Database.HorrorItemMasterTable.TryFindById(Master.AcquiredId, out var itemMaster)) return false; - InventorySaveService.Add(itemMaster, Master.GrantQuantity); - return true; + return InventorySaveService.TryAdd(itemMaster, Master.AcquiredCount); } } } diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Interaction/HorrorWeaponInteractable.cs b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Interaction/HorrorWeaponInteractable.cs new file mode 100644 index 000000000..4aa3fb911 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Interaction/HorrorWeaponInteractable.cs @@ -0,0 +1,36 @@ +namespace Game.Horror.Interaction +{ + /// + /// フィールドの武器を拾うインタラクト。マスターデータの GrantItemId が指す武器を + /// インベントリへ加え、自身を非表示にする。付与対象を武器マスターから引く点だけが + /// と異なり、拾得の振る舞いは同型。 + /// + public class HorrorWeaponInteractable : InteractableBase + { + protected override void Start() + { + base.Start(); + + gameObject.SetActive(!WasInteracted()); + } + + public override bool CanInteract() => !WasInteracted(); + + public override void Interact() + { + if (!TryPickUpWeapon()) return; + + gameObject.SetActive(false); + + base.Interact(); + } + + private bool TryPickUpWeapon() + { + if (Master == null || !Database.HorrorWeaponMasterTable.TryFindById(Master.AcquiredId, out var weaponMaster)) + return false; + + return InventorySaveService.TryAdd(weaponMaster, Master.AcquiredCount); + } + } +} diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Interaction/HorrorWeaponInteractable.cs.meta b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Interaction/HorrorWeaponInteractable.cs.meta new file mode 100644 index 000000000..c0114c294 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Interaction/HorrorWeaponInteractable.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: cb38571245625874191b7eafa6fda0bc \ No newline at end of file diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Interaction/InteractableBase.cs b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Interaction/InteractableBase.cs index 7b1b97f97..48a99bcb5 100644 --- a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Interaction/InteractableBase.cs +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Interaction/InteractableBase.cs @@ -154,7 +154,7 @@ protected void SetInteractionToggle(bool isOn) protected bool HasItem() { if (Master == null || Master.RequiredItemId == 0) return true; - return InventorySaveService.HasItem(Master.RequiredItemId); + return InventorySaveService.HasItem(InventorySlotType.Item, Master.RequiredItemId); } } } diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Interaction/InteractionPromptView.cs b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Interaction/InteractionPromptView.cs index 7751ea9cc..f7d2d4288 100644 --- a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Interaction/InteractionPromptView.cs +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Interaction/InteractionPromptView.cs @@ -71,8 +71,8 @@ public void Initialize(HorrorInteractionMaster master) private void SetInteractionText() { _interactionText.text = !_interactionToggle - ? InteractionLocalizer.Localize(_master.InteractionVerbLocalizeKey) - : InteractionLocalizer.Localize(_master.ReinteractionVerbLocalizeKey); + ? ContextActionsLocalizer.Localize(_master.InteractionVerbLocalizeKey) + : ContextActionsLocalizer.Localize(_master.ReinteractionVerbLocalizeKey); } private void SetInputBindingText() diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Item.meta b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Inventory.meta similarity index 100% rename from src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Item.meta rename to src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Inventory.meta diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Inventory/HorrorInventoryContextActionInfo.cs b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Inventory/HorrorInventoryContextActionInfo.cs new file mode 100644 index 000000000..2c7482d3e --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Inventory/HorrorInventoryContextActionInfo.cs @@ -0,0 +1,12 @@ +using Game.Shared.Enums; +using Game.Shared.Interfaces; + +namespace Game.Horror.Inventory +{ + public struct HorrorInventoryContextActionInfo + { + public InventoryContextActionType ContextActionType { get; set; } + + public IHorrorInventorySlotInfo SlotInfo { get; set; } + } +} diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Inventory/HorrorInventoryContextActionInfo.cs.meta b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Inventory/HorrorInventoryContextActionInfo.cs.meta new file mode 100644 index 000000000..3638f2667 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Inventory/HorrorInventoryContextActionInfo.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 99f83b9415094db6bd12f5b997ce34e2 +timeCreated: 1783096749 \ No newline at end of file diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Inventory/HorrorInventoryContextActionView.cs b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Inventory/HorrorInventoryContextActionView.cs new file mode 100644 index 000000000..88ec05195 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Inventory/HorrorInventoryContextActionView.cs @@ -0,0 +1,39 @@ +using Game.Shared.Enums; +using Game.Shared.Localization; +using R3; +using TMPro; +using UnityEngine; +using UnityEngine.UI; + +namespace Game.Horror.Inventory +{ + /// + /// コンテキストサブメニューの1エントリ(ラベル+ボタン)。決定でアクション種別を通知する。 + /// + public class HorrorInventoryContextActionView : MonoBehaviour + { + [SerializeField] private TextMeshProUGUI _label; + [SerializeField] private Button _button; + + private readonly Subject _onClicked = new(); + public Observable OnClicked => _onClicked; + + /// フォーカス設定に用いるボタン。 + public Selectable Selectable => _button; + + public void Initialize(InventoryContextActionType contextAction) + { + if (_label != null) + _label.text = ContextActionsLocalizer.Localize(contextAction.ToString()); + + _button.OnClickAsObservable() + .Subscribe(_ => _onClicked.OnNext(contextAction)) + .AddTo(this); + } + + private void OnDestroy() + { + _onClicked.Dispose(); + } + } +} diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Inventory/HorrorInventoryContextActionView.cs.meta b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Inventory/HorrorInventoryContextActionView.cs.meta new file mode 100644 index 000000000..075f861c6 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Inventory/HorrorInventoryContextActionView.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 08bab6ffeac94954eb2c560b776a0297 \ No newline at end of file diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Inventory/HorrorInventoryContextMenu.cs b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Inventory/HorrorInventoryContextMenu.cs new file mode 100644 index 000000000..02236c9e5 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Inventory/HorrorInventoryContextMenu.cs @@ -0,0 +1,125 @@ +using System.Collections.Generic; +using Game.Core.Services; +using Game.Shared.Enums; +using R3; +using UnityEngine; +using UnityEngine.UI; + +namespace Game.Horror.Inventory +{ + /// + /// スロット位置に開くコンテキストサブメニュー。エントリを動的生成し、決定でアクションを通知する。 + /// 入力ゲート(グリッド遮断・ダイアログ級入力の抑止)は呼び出し側(Dialog / Component)が担当する。 + /// + public class HorrorInventoryContextMenu : MonoBehaviour + { + [SerializeField] private RectTransform _panel; // 表示位置を動かすパネル(自身) + [SerializeField] private RectTransform _entryContainer; // VerticalLayoutGroup コンテナ + [SerializeField] private HorrorInventoryContextActionView _entryPrefab; + + private readonly Subject _onClicked = new(); + public Observable OnClicked => _onClicked; + + private readonly Subject _onClosed = new(); + public Observable OnClosed => _onClosed; + + private readonly List _entries = new(); + private readonly CompositeDisposable _entryDisposables = new(); + + public bool IsOpen { get; private set; } + + private void Awake() + { + _panel.gameObject.SetActive(false); + } + + /// 指定スロット位置にエントリ列を開く。 + public void Open(RectTransform anchorSlot, InventoryContextActionType[] entries) + { + if (IsOpen || entries == null || entries.Length == 0) return; + + BuildEntries(entries); + _panel.gameObject.SetActive(true); + PositionAt(anchorSlot); + FocusFirst(); + IsOpen = true; + } + + /// メニューを閉じる。 + public void Close() + { + if (!IsOpen) return; + + IsOpen = false; + _panel.gameObject.SetActive(false); + ClearEntries(); + _onClosed.OnNext(Unit.Default); + } + + private void BuildEntries(InventoryContextActionType[] entries) + { + ClearEntries(); + for (int i = 0; i < entries.Length; i++) + { + var type = entries[i]; + var entry = Instantiate(_entryPrefab, _entryContainer); + entry.Initialize(type); + entry.OnClicked + .Subscribe(x => _onClicked.OnNext(x)) + .AddTo(_entryDisposables); + _entries.Add(entry); + } + } + + private void ClearEntries() + { + _entryDisposables.Clear(); + foreach (var entry in _entries) + { + if (entry != null) Destroy(entry.gameObject); + } + _entries.Clear(); + } + + private void FocusFirst() + { + if (_entries.Count == 0) return; + var inputService = GameServiceManager.Get(); + inputService.SetSelectedGameObject(_entries[0].Selectable.gameObject); + } + + // スロットの右上コーナーを基点に、Canvas 矩形内へクランプして配置する(Overlay 前提)。 + private void PositionAt(RectTransform anchorSlot) + { + if (anchorSlot == null) return; + if (_panel.parent is not RectTransform canvasRect) return; + + // レイアウトを確定させてからサイズを測る + LayoutRebuilder.ForceRebuildLayoutImmediate(_panel); + + var corners = new Vector3[4]; // 0=BL, 1=TL, 2=TR, 3=BR + anchorSlot.GetWorldCorners(corners); + var screenTopRight = RectTransformUtility.WorldToScreenPoint(null, corners[2]); + RectTransformUtility.ScreenPointToLocalPointInRectangle(canvasRect, screenTopRight, null, out var local); + + _panel.anchorMin = _panel.anchorMax = new Vector2(0.5f, 0.5f); + _panel.pivot = new Vector2(0f, 1f); // 左上基点:スロット右上から右下へ展開 + + var size = _panel.rect.size; + float halfW = canvasRect.rect.width * 0.5f; + float halfH = canvasRect.rect.height * 0.5f; + + local.x = Mathf.Clamp(local.x, -halfW, halfW - size.x); + local.y = Mathf.Clamp(local.y, -halfH + size.y, halfH); + + _panel.anchoredPosition = local; + } + + private void OnDestroy() + { + _entryDisposables.Dispose(); + _onClicked.Dispose(); + _onClosed.Dispose(); + } + } +} diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Inventory/HorrorInventoryContextMenu.cs.meta b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Inventory/HorrorInventoryContextMenu.cs.meta new file mode 100644 index 000000000..3a22f47ee --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Inventory/HorrorInventoryContextMenu.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 63db8f1bdecd3a149ac6512b973fe2f2 \ No newline at end of file diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Inventory/HorrorInventoryHelper.cs b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Inventory/HorrorInventoryHelper.cs new file mode 100644 index 000000000..8484ac511 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Inventory/HorrorInventoryHelper.cs @@ -0,0 +1,32 @@ +using Game.Shared.Enums; +using Game.Shared.Interfaces; +using Game.Shared.Scriptable.Database; + +namespace Game.Horror.Inventory +{ + public static class HorrorInventoryHelper + { + public static bool TryGetSlotInfo(ScriptableDatabase database, InventorySlotType type, int id, out IHorrorInventorySlotInfo info) + { + info = null; + switch (type) + { + case InventorySlotType.Item: + if (database.HorrorItemMasterTable.TryFindById(id, out var itemMaster)) + { + info = itemMaster; + return true; + } + break; + case InventorySlotType.Weapon: + if (database.HorrorWeaponMasterTable.TryFindById(id, out var weaponMaster)) + { + info = weaponMaster; + return true; + } + break; + } + return false; + } + } +} diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Inventory/HorrorInventoryHelper.cs.meta b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Inventory/HorrorInventoryHelper.cs.meta new file mode 100644 index 000000000..9900235dc --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Inventory/HorrorInventoryHelper.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 430cbdf1fb4649b3a81b86296e527319 +timeCreated: 1783148254 \ No newline at end of file diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Item/HorrorItemDetailView.cs b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Inventory/HorrorInventorySlotDetailView.cs similarity index 63% rename from src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Item/HorrorItemDetailView.cs rename to src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Inventory/HorrorInventorySlotDetailView.cs index 12a9ea8ac..92a0d63a4 100644 --- a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Item/HorrorItemDetailView.cs +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Inventory/HorrorInventorySlotDetailView.cs @@ -1,31 +1,33 @@ using Cysharp.Threading.Tasks; using Game.Core.Services; -using Game.Shared.Scriptable.Database.Tables; +using Game.Horror.Services; +using Game.Shared.Enums; +using Game.Shared.Interfaces; using TMPro; using UnityEngine; using UnityEngine.UI; -namespace Game.Horror.Item +namespace Game.Horror.Inventory { /// /// 選択中アイテムの詳細(拡大アイコン・名前・説明)を表示するパネル。 /// 空スロット選択時は Clear で内容を消す。 /// - public class HorrorItemDetailView : MonoBehaviour + public class HorrorInventorySlotDetailView : MonoBehaviour { [SerializeField] private Image _largeIcon; [SerializeField] private TextMeshProUGUI _nameText; [SerializeField] private TextMeshProUGUI _descriptionText; - public void SetDetail(HorrorItemMaster item) + public void SetSlotDetail(IHorrorInventorySlotInfo info) { - LoadIconAsync(item).Forget(); + SetIcon(info); - if (_nameText != null) _nameText.text = item?.Name; - if (_descriptionText != null) _descriptionText.text = item?.Description; + if (_nameText != null) _nameText.text = info?.Name; + if (_descriptionText != null) _descriptionText.text = info?.Description; } - private async UniTask LoadIconAsync(HorrorItemMaster item) + private void SetIcon(IHorrorInventorySlotInfo item) { if (item == null || string.IsNullOrEmpty(item.IconAssetName)) { @@ -37,8 +39,8 @@ private async UniTask LoadIconAsync(HorrorItemMaster item) return; } - var assetService = GameServiceManager.Get(); - var icon = await assetService.LoadAssetAsync(item.IconAssetName); + var iconService = GameServiceManager.Get(); + var icon = iconService.GetSprite(item.IconAssetName); if (_largeIcon != null) { @@ -47,6 +49,6 @@ private async UniTask LoadIconAsync(HorrorItemMaster item) } } - public void Clear() => SetDetail(null); + public void Clear() => SetSlotDetail(null); } } diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Item/HorrorItemDetailView.cs.meta b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Inventory/HorrorInventorySlotDetailView.cs.meta similarity index 100% rename from src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Item/HorrorItemDetailView.cs.meta rename to src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Inventory/HorrorInventorySlotDetailView.cs.meta diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Inventory/HorrorInventorySlotView.cs b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Inventory/HorrorInventorySlotView.cs new file mode 100644 index 000000000..fe8dbc220 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Inventory/HorrorInventorySlotView.cs @@ -0,0 +1,103 @@ +using Game.Core.Services; +using Game.Horror.Services; +using Game.Shared.Interfaces; +using R3; +using TMPro; +using UnityEngine; +using UnityEngine.EventSystems; +using UnityEngine.UI; + +namespace Game.Horror.Inventory +{ + /// + /// グリッド内の1スロット。アイコンと個数を表示し、選択時に枠を点灯して詳細表示へ通知する。 + /// 選択されるのは Selectable(子 Button)自身なので、このコンポーネントは Button と同じ GameObject に付与する。 + /// マウスホバー(PointerEventReceiver)・パッド/キー操作のどちらも EventSystem の選択に集約され OnSelect に届く。 + /// + public class HorrorInventorySlotView : MonoBehaviour, ISelectHandler, IDeselectHandler + { + [SerializeField] private RectTransform _rectTransform; + [SerializeField] private Button _button; + [SerializeField] private Image _iconImage; // アイコン表示(自身の Image を流用) + [SerializeField] private TextMeshProUGUI _countText; // 個数(スタック > 1 のときのみ表示) + + private readonly Subject _onSelected = new(); + + /// このスロットが選択された通知。Component が購読して詳細表示を更新する。 + public Observable OnSelected => _onSelected; + + private readonly Subject _onSubmit = new(); + + /// このスロットで決定された通知。Component が購読してサブメニューを開く。 + public Observable OnSubmit => _onSubmit; + + /// サブメニューの表示位置決めに用いる自身の RectTransform。 + public RectTransform RectTransform => _rectTransform; + + public IHorrorInventorySlotInfo SlotInfo { get; private set; } + + public void Initialize() + { + _button.OnClickAsObservable() + .Subscribe(_ => _onSubmit.OnNext(this)) + .AddTo(this); + } + + public void SetSlot(IHorrorInventorySlotInfo info, int count) + { + SlotInfo = info; + SetIcon(info); + if (_countText != null) + { + var show = info != null && count > 1; + _countText.gameObject.SetActive(show); + if (show) _countText.text = count.ToString(); + } + } + + public void SetEmpty() + { + SlotInfo = null; + SetIcon(null); + if (_countText != null) + _countText.gameObject.SetActive(false); + } + + private void SetIcon(IHorrorInventorySlotInfo item) + { + if (item == null || string.IsNullOrEmpty(item.IconAssetName)) + { + if (_iconImage != null) + { + _iconImage.sprite = null; + _iconImage.enabled = false; + } + return; + } + + var iconService = GameServiceManager.Get(); + var icon = iconService.GetSprite(item.IconAssetName); + + if (_iconImage != null) + { + _iconImage.sprite = icon; + _iconImage.enabled = icon != null; + } + } + + public void OnSelect(BaseEventData eventData) + { + _onSelected.OnNext(this); + } + + public void OnDeselect(BaseEventData eventData) + { + } + + private void OnDestroy() + { + _onSelected.Dispose(); + _onSubmit.Dispose(); + } + } +} diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Item/HorrorItemSlotView.cs.meta b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Inventory/HorrorInventorySlotView.cs.meta similarity index 100% rename from src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Item/HorrorItemSlotView.cs.meta rename to src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Inventory/HorrorInventorySlotView.cs.meta diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Item/HorrorItemSlotView.cs b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Item/HorrorItemSlotView.cs deleted file mode 100644 index 006f117f0..000000000 --- a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Item/HorrorItemSlotView.cs +++ /dev/null @@ -1,93 +0,0 @@ -using Cysharp.Threading.Tasks; -using Game.Core.Services; -using Game.Shared.Scriptable.Database.Tables; -using R3; -using TMPro; -using UnityEngine; -using UnityEngine.EventSystems; -using UnityEngine.UI; - -namespace Game.Horror.Item -{ - /// - /// グリッド内の1スロット。アイコンと個数を表示し、選択時に枠を点灯して詳細表示へ通知する。 - /// 選択されるのは Selectable(子 Button)自身なので、このコンポーネントは Button と同じ GameObject に付与する。 - /// マウスホバー(PointerEventReceiver)・パッド/キー操作のどちらも EventSystem の選択に集約され OnSelect に届く。 - /// - public class HorrorItemSlotView : MonoBehaviour, ISelectHandler, IDeselectHandler - { - [SerializeField] private Image _iconImage; // アイコン表示(自身の Image を流用) - [SerializeField] private TextMeshProUGUI _countText; // 個数(スタック > 1 のときのみ表示) - - private readonly Subject _onSelected = new(); - - /// このスロットが選択された通知。Component が購読して詳細表示を更新する。 - public Observable OnSelected => _onSelected; - - /// 保持アイテム。空スロットは null。 - public HorrorItemMaster Item { get; private set; } - - public void SetItem(HorrorItemMaster item, int count) - { - Item = item; - ApplyIcon(item); - ApplyCount(item, count); - } - - public void SetEmpty() - { - Item = null; - ApplyIcon(null); - if (_countText != null) _countText.gameObject.SetActive(false); - } - - private void ApplyIcon(HorrorItemMaster item) - { - LoadIconAsync(item).Forget(); - } - - private async UniTask LoadIconAsync(HorrorItemMaster item) - { - if (item == null || string.IsNullOrEmpty(item.IconAssetName)) - { - if (_iconImage != null) - { - _iconImage.sprite = null; - _iconImage.enabled = false; - } - return; - } - - var assetService = GameServiceManager.Get(); - var icon = await assetService.LoadAssetAsync(item.IconAssetName); - - if (_iconImage != null) - { - _iconImage.sprite = icon; - _iconImage.enabled = icon != null; - } - } - - private void ApplyCount(HorrorItemMaster item, int count) - { - if (_countText == null) return; - var show = item != null && count > 1; - _countText.gameObject.SetActive(show); - if (show) _countText.text = count.ToString(); - } - - public void OnSelect(BaseEventData eventData) - { - _onSelected.OnNext(this); - } - - public void OnDeselect(BaseEventData eventData) - { - } - - private void OnDestroy() - { - _onSelected.Dispose(); - } - } -} diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Player/HorrorPlayerController.cs b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Player/HorrorPlayerController.cs index e7d966c17..9fb616a4d 100644 --- a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Player/HorrorPlayerController.cs +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Player/HorrorPlayerController.cs @@ -1,13 +1,20 @@ +using System.Collections.Generic; using Cysharp.Threading.Tasks; -using Game.Core.Constants; using Game.Core.Services; +using Game.Horror.Constants; +using Game.Horror.Equipment; using Game.Horror.Interaction; using Game.Horror.SaveData; +using Game.Horror.Services; using Game.Library.Shared; using Game.Shared.Bootstrap; +using Game.Shared.Combat; +using Game.Shared.Constants; using Game.Shared.Enums; +using Game.Shared.Events; using Game.Shared.Extensions; using Game.Shared.Input; +using Game.Shared.Scriptable.Database.Tables; using R3; using UnityEngine; @@ -34,15 +41,39 @@ public class HorrorPlayerController : MonoBehaviour [SerializeField] private float _crouchTransitionSpeed = 8f; [Tooltip("立ち上がり判定の対象レイヤー。プレイヤー自身のレイヤーは含めないこと")] - [SerializeField] private LayerMask _ceilingLayerMask; + [SerializeField] private LayerMask _ceilingMask; [Header("回転速度(度/秒)")] [SerializeField] private float _lookRotationSpeed = 0.1f; + [Header("エイム")] + [Tooltip("エイム構え補間の応答速度(1-exp(-k・dt) の k)")] + [SerializeField] private float _aimTransitionSpeed = 8f; + + [Tooltip("エイム中のカメラ回転速度倍率")] + [SerializeField] private float _aimRotationMultiplier = 0.4f; + + [Tooltip("エイム中にカメラ揺れをゼロへ減衰させる秒数(解除時の復帰も同じ秒数)")] + [SerializeField] private float _aimShakeFadeSeconds = 1f; + [Header("インタラクション")] [Tooltip("インタラクト対象を検出する検出器(同一 Prefab 上にアタッチ)")] [SerializeField] private InteractionDetector _interactionDetector; + [Header("攻撃(ハンドガン)")] + [Tooltip("射撃 Raycast の対象レイヤー。敵+遮蔽(壁)を含めること")] + [SerializeField] private LayerMask _hitMask; + + [Header("装備(武器モデル表示)")] + [Tooltip("装備中武器の一人称モデルを表示するビュー(Camera/WeaponRoot にアタッチ)")] + [SerializeField] private HorrorWeaponView _weaponView; + + [Tooltip("装備切替時のショートカット HUD(OverlayCanvas/Equipments にアタッチ)")] + [SerializeField] private HorrorEquipmentsView _equipmentsView; + + [Tooltip("エイム連動レティクル(OverlayCanvas/Reticle にアタッチ)")] + [SerializeField] private HorrorReticleView _reticleView; + private bool _initialized; private InputSystemService _inputService; private ProjectDefaultInputSystem.PlayerActions Player => _inputService.Player; @@ -62,6 +93,20 @@ public class HorrorPlayerController : MonoBehaviour private bool _interactTriggered; private IInteractable _interactTarget; + // 攻撃(ハンドガン):マスター値・銃声発行サービス・起動入力フラグ(硬直経過は AttackingState ローカル) + private HorrorWeaponMaster _weaponMaster; + private MessagePipeService _messagePipeService; + private bool _attackTriggered; + + // 装備(ショートカット呼び出し):セーブサービス(装備状態とショートカットを一元管理)・DB参照・起動入力フラグ・遷移時キャッシュ(硬直経過は EquippingState ローカル) + private HorrorEquipmentSaveService _equipmentService; + private ScriptableDatabaseService _dbService; + private bool _equipTriggered; + private int _equipSlotIndex; + private InventorySlotType _pendingEquipType; + private int _pendingEquipId; + private HorrorWeaponMaster _pendingWeaponMaster; + // 走り(トグル/ホールド切替) private bool _sprintToggle; // オプション値(false=ホールド, true=トグル) private bool _isSprinting; // 走り状態 @@ -72,6 +117,12 @@ public class HorrorPlayerController : MonoBehaviour private float _crouchBlend; // 0=立ち, 1=しゃがみ の実補間値(形状・カメラ高さの単一ソース) private float _standHeight; // 立ち時の CharacterController 高さ(Initialize で実測) + // エイム姿勢(移動ステートと直交する姿勢として保持) + private bool _isAiming; // HOLD 判定(二値: ダメージ・スプレッド・揺れ減衰の目標方向に使用) + private float _aimBlend; // 0=通常, 1=構え の実補間値(FOV・回転倍率・武器構え位置の単一ソース) + private float _aimShakeWeight = 1f; // 1=通常揺れ, 0=無揺れ(エイムで線形減衰) + private float _baseFov; // オプション由来の基準 FOV(エイムズームの基準) + // 垂直速度(重力 + ジャンプ) private float _verticalVelocity; @@ -118,6 +169,26 @@ public void Initialize(HorrorOptionSaveData data) _inputService = GameServiceManager.Get(); _inputService.EnablePlayer(); + _messagePipeService = GameServiceManager.Get(); + + // Database はプレイヤー生成時点でロード済み + _dbService = GameServiceManager.Get(); + _equipmentService = GameServiceManager.Resolve(); + _equipmentsView.Initialize(); + + // 装備状態をセーブデータから復元。未装備なら _weaponMaster は null のまま(TryAttack の既存 null ガードで攻撃不可) + if (_equipmentService.TryGetEquipped(out var slotType, out var id) + && slotType == InventorySlotType.Weapon + && _dbService.Database.HorrorWeaponMasterTable.TryFindById(id, out var weaponMaster)) + { + _weaponMaster = weaponMaster; + } + + // 武器モデル表示ビューの初期化:装備中なら即座に表示し、ショートカット登録武器のモデルは事前ロードしておく + _weaponView.Initialize(); + if (_weaponMaster != null) _weaponView.ShowImmediate(_weaponMaster); + _weaponView.PreloadAsync(ResolveEquippableMasters()).Forget(); + TryGetComponent(out _characterController); // 立ち姿勢の基準値を実測で保持(prefab 値の変更に追従させ、しゃがみ補間の不変参照点にする) @@ -141,6 +212,8 @@ public void Initialize(HorrorOptionSaveData data) , Player.Jump.OnPerformedAsObservable() , Player.Crouch.OnPerformedAsObservable() , Player.Sprint.OnPerformedAsObservable() + , Player.Equip.OnPerformedAsObservable() + , Player.Aim.OnPerformedAsObservable() ) .Subscribe(_ => ApplicationEvents.HideCursor()) .AddTo(this); @@ -158,7 +231,8 @@ public void ApplyOptions(HorrorOptionSaveData data) _lookAcceleration = data.CameraAcceleration; _cameraShake = data.CameraShake; - if (_mainCamera != null) _mainCamera.fieldOfView = data.CameraFov; + _baseFov = data.CameraFov; + ApplyFov(); // OnSaved でランタイム再適用される。カメラ基準位置は触らない(しゃがみ中のリセット防止) _sprintToggle = data.SprintToggle; @@ -209,20 +283,26 @@ private void UpdateInput() _smoothedLookValue = Vector2.zero; } - // インタラクト中(身体占有)は移動・他アクションを受け付けない - var interacting = _stateMachine.IsProcessing() && _stateMachine.IsCurrentState(); - if (!interacting) + // 身体占有(インタラクト)中は移動・他アクションを受け付けない + var restrained = _stateMachine.IsProcessing() && _stateMachine.IsCurrentState(); + if (!restrained) { // しゃがみ入力(モード別)。移動速度が姿勢に依存するため先に確定させる UpdateCrouchInput(); + // エイム入力(HOLD)。走りがエイム状態を参照するため先に確定させる + UpdateAimInput(); // 走り入力(モード別)。しゃがみ状態が確定した後に判定する UpdateSprintInput(); // インタラクト起動入力:フラグを立てるのみ。実際の起動・遷移は Idle/Moving ステートが行う UpdateInteractInput(); } + else + { + _isAiming = false; + } // 移動速度更新(拘束中は 0、しゃがみ中は crouchSpeed 優先、それ以外は _isSprinting で走り/歩き) - if (interacting) + if (restrained) { _speed = 0f; } @@ -233,10 +313,27 @@ private void UpdateInput() } // ジャンプ入力受付(拘束中は不可) - if (!interacting && Player.Jump.WasPressedThisFrame() && CanJump()) + if (!restrained && Player.Jump.WasPressedThisFrame() && CanJump()) { _jumpTriggered = true; } + + // 攻撃(射撃)起動入力:フラグを立てるのみ。実際の起動・遷移は Idle/Moving ステートが行う + if (!restrained && Player.Attack.WasPressedThisFrame() && IsGrounded()) + { + _attackTriggered = true; + } + + // 装備切替起動入力:方向からスロット index を解決してフラグを立てるのみ。実際の起動・遷移は Idle/Moving ステートが行う + if (!restrained && Player.Equip.WasPressedThisFrame() && IsGrounded()) + { + var index = ResolveEquipSlotIndex(Player.Equip.ReadValue()); + if (index >= 0) + { + _equipTriggered = true; + _equipSlotIndex = index; + } + } } private bool CanJump() @@ -248,7 +345,7 @@ private bool CanJump() var canJumpFromState = _stateMachine.IsCurrentState() || _stateMachine.IsCurrentState(); - return canJumpFromState && IsGrounded() && !_isCrouching; + return canJumpFromState && IsGrounded() && !_isCrouching && !_isAiming; } /// @@ -272,6 +369,87 @@ private bool TryInteraction() return true; } + /// + /// 立てられた射撃起動フラグを消費し、武器マスターがあれば AttackingState へ遷移すべきと返す。 + /// Idle/Moving ステートの Update から呼ばれ、実際の発砲は AttackingState.Enter が行う。 + /// + /// AttackingState へ遷移すべきなら true。 + private bool TryAttack() + { + if (!_attackTriggered) + return false; + + _attackTriggered = false; + + return _weaponMaster != null; + } + + /// + /// 立てられた装備切替起動フラグを消費し、ショートカット登録・現在装備・所持を検証して + /// EquippingState へ遷移すべきかを判定する。Idle/Moving ステートの Update から呼ばれ、 + /// 実際の装備反映()は EquippingState.Enter が行う。 + /// + /// EquippingState へ遷移すべきなら true。 + private bool TryEquip() + { + if (!_equipTriggered) + return false; + + _equipTriggered = false; + + // 空スロット(未登録)は無操作 + if (!_equipmentService.TryGetSlot(_equipSlotIndex, out var slot)) + return false; + + // 現在装備と同一スロットの再指定は無操作(要件1) + if (_equipmentService.TryGetEquipped(out var currentType, out var currentId) + && currentType == slot.SlotType && currentId == slot.Id) + return false; + + // Weapon 限定・所持検証。不成立なら硬直を発生させない + if (!_equipmentService.CanEquip(slot.SlotType, slot.Id)) + return false; + + if (!_dbService.Database.HorrorWeaponMasterTable.TryFindById(slot.Id, out var weaponMaster)) + return false; + + _pendingEquipType = slot.SlotType; + _pendingEquipId = slot.Id; + _pendingWeaponMaster = weaponMaster; + return true; + } + + /// + /// ショートカット4スロット+現在装備中の Weapon をマスター解決し、武器モデルの事前ロード対象として列挙する。 + /// 同一 Id は重複排除する。 + /// + private List ResolveEquippableMasters() + { + var masters = new List(); + var seenIds = new HashSet(); + + for (var i = 0; i < HorrorEquipmentConstants.MaxSlotCount; i++) + { + if (_equipmentService.TryGetSlot(i, out var slot) + && slot.SlotType == InventorySlotType.Weapon + && seenIds.Add(slot.Id) + && _dbService.Database.HorrorWeaponMasterTable.TryFindById(slot.Id, out var slotMaster)) + { + masters.Add(slotMaster); + } + } + + if (_equipmentService.TryGetEquipped(out var equippedType, out var equippedId) + && equippedType == InventorySlotType.Weapon + && seenIds.Add(equippedId) + && _dbService.Database.HorrorWeaponMasterTable.TryFindById(equippedId, out var equippedMaster)) + { + masters.Add(equippedMaster); + } + + return masters; + } + /// /// Hold 長押しの進捗(0→1)を算出する。 が 0 以下なら /// ゼロ除算を避けて即時完了(1)とみなす。表示側で Clamp されるため、 @@ -280,13 +458,45 @@ private bool TryInteraction() public static float CalculateHoldProgress(float elapsed, float holdSeconds) => holdSeconds > 0f ? elapsed / holdSeconds : 1f; + /// + /// D-Pad / 2DVector composite の方向入力からショートカットスロット index (0-3) を解決する。 + /// 閾値 0.5 を両軸とも超える(斜め)入力は判定不能として -1 を返す。 + /// スロット並びは 1=左(0) / 2=上(1) / 3=右(2) / 4=下(3)。 + /// + public static int ResolveEquipSlotIndex(Vector2 value) + { + const float threshold = 0.5f; + var xExceeds = Mathf.Abs(value.x) > threshold; + var yExceeds = Mathf.Abs(value.y) > threshold; + + if (xExceeds && yExceeds) return -1; // 斜め入力は無視 + + if (xExceeds) return value.x < 0f ? 0 : 2; // left / right + if (yExceeds) return value.y > 0f ? 1 : 3; // up / down + + return -1; + } + + /// + /// 拡散角の範囲内でランダムに逸れた射撃方向を算出する(FPS Microgame の + /// GetShotDirectionWithinSpread と同式)。 0 で forward のまま。 + /// + public static Vector3 CalculateShotDirection(Vector3 forward, Vector3 randomUnit, float spreadAngle) + => Vector3.Slerp(forward, randomUnit, spreadAngle / 180f); + + /// + /// エイム状態を加味した射撃ダメージを算出する。エイム中は倍率を掛けて四捨五入する。 + /// + public static int CalculateAimedDamage(int baseDamage, bool isAiming, float aimDamageMultiplier) + => isAiming ? Mathf.RoundToInt(baseDamage * aimDamageMultiplier) : baseDamage; + private bool IsGrounded() => _characterController.isGrounded; private bool IsMoving() => _speed > 0f; private bool IsWalking() => _speed >= _walkSpeed && _speed < _runSpeed; private bool IsRunning() => _speed >= _runSpeed; - private bool IsMoveInput() => _moveValue.magnitude > PlayerPhysicsConstants.InputThreshold; - private bool IsLookInput() => _lookValue.magnitude > PlayerPhysicsConstants.InputThreshold; + private bool IsMoveInput() => _moveValue.magnitude > InputConstants.InputThreshold; + private bool IsLookInput() => _lookValue.magnitude > InputConstants.InputThreshold; /// /// しゃがみ入力をモード別に処理する。空中(非接地)では姿勢を変更しない。 @@ -326,6 +536,17 @@ private void UpdateCrouchInput() } } + /// + /// エイム入力(HOLD)を処理する。武器未装備では構えられない。 + /// 装備切替の硬直中は強制解除する(HOLD 継続なら硬直明けに自動で再エイムされる)。 + /// + private void UpdateAimInput() + { + _isAiming = Player.Aim.IsPressed() + && _weaponMaster != null + && !(_stateMachine.IsProcessing() && _stateMachine.IsCurrentState()); + } + /// /// 走り入力をモード別に処理する。しゃがみ中は走れない(トグル状態も解除)。 /// トグル時は押下で反転し、移動を止めると解除する。 @@ -335,6 +556,9 @@ private void UpdateSprintInput() // しゃがみ中は走れない(トグル状態も強制解除) if (_isCrouching) { _isSprinting = false; return; } + // エイム中は走れない(トグル状態も強制解除) + if (_isAiming) { _isSprinting = false; return; } + if (_sprintToggle) { // トグル:押下で反転。移動入力が無ければ解除(停止で解除) @@ -378,7 +602,7 @@ private bool CanStandUp() Vector3.up, out _, castDistance, - _ceilingLayerMask, + _ceilingMask, QueryTriggerInteraction.Ignore); } @@ -403,6 +627,14 @@ private void InitializeStateMachine() _stateMachine.AddTransition(StateEvent.Interact); _stateMachine.AddTransition(StateEvent.EndInteract); + _stateMachine.AddTransition(StateEvent.Attack); + _stateMachine.AddTransition(StateEvent.Attack); + _stateMachine.AddTransition(StateEvent.EndAttack); + + _stateMachine.AddTransition(StateEvent.Equip); + _stateMachine.AddTransition(StateEvent.Equip); + _stateMachine.AddTransition(StateEvent.EndEquip); + _stateMachine.AddTransition(StateEvent.Idle); // 初期ステート @@ -421,6 +653,10 @@ private enum StateEvent Land, // 着地: Jumping → Idle Interact, // インタラクト開始: Idle/Moving → Interacting EndInteract, // インタラクト終了: Interacting → Idle + Attack, // 攻撃開始: Idle/Moving → Attacking + EndAttack, // 攻撃終了(発射間隔経過): Attacking → Idle + Equip, // 装備切替開始: Idle/Moving → Equipping + EndEquip, // 装備切替終了(EquipDuration経過): Equipping → Idle } private class IdleState : State @@ -428,9 +664,10 @@ private class IdleState : State public override void Update() { var ctx = Context; - ctx.ApplyRotation(); + ctx.UpdateRotation(); ctx.UpdateCrouchPose(); ctx.UpdateHeadBob(); + ctx.UpdateAimPose(); // ジャンプ入力チェック if (ctx._jumpTriggered && ctx.IsGrounded()) @@ -446,6 +683,20 @@ public override void Update() return; } + // 攻撃(射撃)起動チェック + if (ctx.TryAttack()) + { + StateMachine.Transition(StateEvent.Attack); + return; + } + + // 装備切替起動チェック + if (ctx.TryEquip()) + { + StateMachine.Transition(StateEvent.Equip); + return; + } + // 移動入力チェック if (ctx.IsMoveInput()) { @@ -456,7 +707,7 @@ public override void Update() public override void FixedUpdate() { // 静止中も重力を適用 - Context.ApplyMovementWithGravity(Vector3.zero); + Context.UpdateMovementWithGravity(Vector3.zero); } } @@ -465,9 +716,10 @@ private class MovingState : State public override void Update() { var ctx = Context; - ctx.ApplyRotation(); + ctx.UpdateRotation(); ctx.UpdateCrouchPose(); ctx.UpdateHeadBob(); + ctx.UpdateAimPose(); // ジャンプ入力チェック if (ctx._jumpTriggered && ctx.IsGrounded()) @@ -483,6 +735,20 @@ public override void Update() return; } + // 攻撃(射撃)起動チェック + if (ctx.TryAttack()) + { + StateMachine.Transition(StateEvent.Attack); + return; + } + + // 装備切替起動チェック + if (ctx.TryEquip()) + { + StateMachine.Transition(StateEvent.Equip); + return; + } + // 移動入力がなくなったらIdleへ if (!ctx.IsMoveInput()) { @@ -493,7 +759,7 @@ public override void Update() public override void FixedUpdate() { var ctx = Context; - ctx.ApplyMovementWithGravity(ctx.ComputeHorizontalVelocity()); + ctx.UpdateMovementWithGravity(ctx.ComputeHorizontalVelocity()); } } @@ -509,9 +775,10 @@ public override void Enter() public override void Update() { var ctx = Context; - ctx.ApplyRotation(); + ctx.UpdateRotation(); ctx.UpdateCrouchPose(); ctx.UpdateHeadBob(); + ctx.UpdateAimPose(); // 上昇終了 + 接地で着地判定 if (ctx._verticalVelocity <= 0f && ctx.IsGrounded()) @@ -524,12 +791,12 @@ public override void FixedUpdate() { var ctx = Context; // 空中でも水平移動を許可 - ctx.ApplyMovementWithGravity(ctx.ComputeHorizontalVelocity()); + ctx.UpdateMovementWithGravity(ctx.ComputeHorizontalVelocity()); } } /// - /// インタラクト実行中の身体占有状態。視点回転のみ許可し水平移動は止める。 + /// インタラクト実行中の身体占有状態。視点回転とエイム解除の補間のみ許可し水平移動は止める。 /// 入力タイプを問わず、拒否メッセージ/単発・トグル/長押しを 1 本の非同期シーケンスで処理する。 /// private class InteractingState : State @@ -544,12 +811,13 @@ public override void Enter() public override void Update() { - Context.ApplyRotation(); // 拘束中は視点回転のみ許可 + Context.UpdateRotation(); // 拘束中は視点回転とエイム解除の補間のみ許可 + Context.UpdateAimPose(); if (_completed) StateMachine.Transition(StateEvent.EndInteract); } // 水平移動なし=拘束(重力のみ適用) - public override void FixedUpdate() => Context.ApplyMovementWithGravity(Vector3.zero); + public override void FixedUpdate() => Context.UpdateMovementWithGravity(Vector3.zero); public override void Exit() { @@ -608,6 +876,85 @@ private async UniTask RunHoldAsync(IInteractable target) } } + /// + /// 射撃実行中の状態。Enter で 1 発発砲し、FireInterval(武器マスター)の間は移動・視点を許可しつつ + /// 次弾の発射を待たせる(発射レート制限)。間隔を消化したら Idle へ戻る。将来のリロード/エイム等の器も兼ねる。 + /// + private class AttackingState : State + { + private float _elapsed; + + public override void Enter() + { + // インスタンスはキャッシュ再利用されるため経過時間を必ずリセット + _elapsed = 0f; + Context.Fire(); + } + + public override void Update() + { + var ctx = Context; + ctx.UpdateRotation(); + ctx.UpdateCrouchPose(); + ctx.UpdateHeadBob(); + ctx.UpdateAimPose(); + + _elapsed += Time.deltaTime; + if (_elapsed >= ctx.GetFireInterval()) + StateMachine.Transition(StateEvent.EndAttack); + } + + public override void FixedUpdate() + { + var ctx = Context; + ctx.UpdateMovementWithGravity(ctx.ComputeHorizontalVelocity()); + } + } + + /// + /// 装備切替実行中の状態。Enter で装備をセーブデータへ反映し、EquipDuration(武器マスター)の間は + /// 移動・視点を許可しつつ硬直として滞在する。滞在秒を消化したら Idle へ戻る。 + /// + private class EquippingState : State + { + private float _elapsed; + + public override void Enter() + { + // インスタンスはキャッシュ再利用されるため経過時間を必ずリセット + _elapsed = 0f; + + var ctx = Context; + if (ctx._equipmentService.TryEquip(ctx._pendingEquipType, ctx._pendingEquipId)) + { + ctx._weaponMaster = ctx._pendingWeaponMaster; + ctx._weaponView.BeginSwitch(ctx._pendingWeaponMaster); + ctx._equipmentsView.Show(ctx._pendingEquipType, ctx._pendingEquipId); + Debug.Log($"{ctx._weaponMaster.Name}"); + } + } + + public override void Update() + { + var ctx = Context; + ctx.UpdateRotation(); + ctx.UpdateCrouchPose(); + ctx.UpdateHeadBob(); + + _elapsed += Time.deltaTime; + ctx._weaponView.TickSwitch(_elapsed, ctx._pendingWeaponMaster.EquipDuration); + ctx.UpdateAimPose(); // TickSwitch の後に呼ぶ(下げ量更新 → 位置反映の順序) + if (_elapsed >= ctx._pendingWeaponMaster.EquipDuration) + StateMachine.Transition(StateEvent.EndEquip); + } + + public override void FixedUpdate() + { + var ctx = Context; + ctx.UpdateMovementWithGravity(ctx.ComputeHorizontalVelocity()); + } + } + #endregion #region Movement @@ -634,7 +981,7 @@ private Vector3 ComputeHorizontalVelocity() /// /// 重力を適用して CharacterController で移動 /// - private void ApplyMovementWithGravity(Vector3 horizontalVelocity) + private void UpdateMovementWithGravity(Vector3 horizontalVelocity) { if (IsGrounded() && _verticalVelocity < 0f) { @@ -655,17 +1002,20 @@ private void ApplyMovementWithGravity(Vector3 horizontalVelocity) /// Yaw: Player 本体を Y 軸回転(カメラは子なので自動追従) /// Pitch: カメラ Transform の X 軸を localEulerAngles で回転、±89° クランプ /// - private void ApplyRotation() + private void UpdateRotation() { if (_mainCamera == null) return; + // エイム中はカメラ回転を減速する(精密な狙いを支援) + var aimMultiplier = Mathf.Lerp(1f, _aimRotationMultiplier, _aimBlend); + // Yaw: Player 本体を Y 軸回転(感度H・反転を適用、入力は加速度スムージング後の値) var horizontalInput = _smoothedLookValue.x * _lookSensitivityX * _lookInvertX; - transform.Rotate(0f, horizontalInput * _lookRotationSpeed, 0f, Space.Self); + transform.Rotate(0f, horizontalInput * _lookRotationSpeed * aimMultiplier, 0f, Space.Self); // Pitch: カメラの X 軸 localEulerAngles を更新、クランプ(既定 -y、感度V・反転を適用) var verticalInput = -_smoothedLookValue.y * _lookSensitivityY * _lookInvertY; - _cameraVerticalAngle = Mathf.Clamp(_cameraVerticalAngle + verticalInput * _lookRotationSpeed, -89f, 89f); + _cameraVerticalAngle = Mathf.Clamp(_cameraVerticalAngle + verticalInput * _lookRotationSpeed * aimMultiplier, -89f, 89f); _mainCamera.transform.localEulerAngles = new Vector3(_cameraVerticalAngle, 0f, 0f); } @@ -711,9 +1061,9 @@ private void UpdateHeadBob() var idleY = Mathf.Sin(_idlePhase) * IdleSwayAmplitude * idleWeight; var idleRoll = Mathf.Sin(_idlePhase * 0.7f) * IdleSwayRoll * idleWeight; - // 合算 → 全体強度 CameraShake(0 で完全停止) - var offset = new Vector3(bobX + idleX, bobY + idleY, 0f) * _cameraShake; - var roll = (bobRoll + idleRoll) * _cameraShake; + // 合算 → 全体強度 CameraShake × エイム減衰(エイム中は _aimShakeWeight が 0 へ減衰) + var offset = new Vector3(bobX + idleX, bobY + idleY, 0f) * _cameraShake * _aimShakeWeight; + var roll = (bobRoll + idleRoll) * _cameraShake * _aimShakeWeight; _mainCamera.transform.localPosition = _cameraBasePosition + offset; _mainCamera.transform.localEulerAngles = new Vector3(_cameraVerticalAngle, 0f, roll); @@ -745,6 +1095,85 @@ private void UpdateCrouchPose() _cameraBasePosition = _standCameraBasePosition - new Vector3(0f, eyeDrop, 0f); } + /// + /// エイム姿勢を毎フレーム補間する。FOV・揺れ減衰・武器構え位置・レティクルを _aimBlend / _aimShakeWeight から導出する。 + /// 各ステートの Update から呼ばれる(インタラクト拘束中も解除補間・FOV 復帰が必要なため + /// InteractingState を含む全ステートが呼ぶ)。装備切替中は TickSwitch の後に呼ぶこと(下げ量更新 → 位置反映の順序)。 + /// + private void UpdateAimPose() + { + if (_mainCamera == null || _weaponView == null) return; + + // 目標 0/1 へ指数補間(フレームレート非依存) + var target = _isAiming ? 1f : 0f; + var ease = 1f - Mathf.Exp(-_aimTransitionSpeed * Time.deltaTime); + _aimBlend = Mathf.Lerp(_aimBlend, target, ease); + + ApplyFov(); + + // カメラ揺れの重みを線形に減衰/復帰(_aimShakeFadeSeconds でゼロ/1 に到達) + _aimShakeWeight = Mathf.MoveTowards(_aimShakeWeight, _isAiming ? 0f : 1f, Time.deltaTime / _aimShakeFadeSeconds); + + _weaponView.UpdatePose(_aimBlend); + + if (_reticleView != null) + _reticleView.UpdatePose(_isAiming); + } + + /// + /// カメラ FOV を基準 FOV とエイムズームの合成で適用する(唯一の FOV 書き込み点)。 + /// オプションのランタイム再適用がエイム中のズームを上書きしないよう、常に同一式で導出する。 + /// + private void ApplyFov() + { + if (_mainCamera == null) return; + var zoomRatio = _weaponMaster?.AimZoomRatio ?? 1f; + _mainCamera.fieldOfView = Mathf.Lerp(_baseFov, _baseFov * zoomRatio, _aimBlend); + } + + #endregion + + #region Combat + + /// + /// カメラ中心からヒットスキャン(Raycast 即着弾)で射撃する。命中すれば IDamageable にダメージ、 + /// 命中点(外れたら射程端)で銃声 NoiseEvent を発行する。 + /// + private void Fire() + { + if (_mainCamera == null || _weaponMaster == null) return; + + var origin = _mainCamera.transform.position; + var direction = _mainCamera.transform.forward; + + // 非エイム(腰だめ)射撃はわずかにランダム拡散する(エイム中はカメラ中心へ正確に飛ぶ) + if (!_isAiming) + { + direction = CalculateShotDirection(direction, Random.insideUnitSphere, _weaponMaster.SpreadAngle); + } + + IDamageable target = null; + var noisePosition = origin + direction * _weaponMaster.Range; + + if (Physics.Raycast(origin, direction, out var hit, _weaponMaster.Range, _hitMask, QueryTriggerInteraction.Ignore)) + { + target = hit.collider.GetComponentInParent(); + noisePosition = hit.point; + } + + var damage = CalculateAimedDamage(_weaponMaster.Damage, _isAiming, _weaponMaster.AimDamageMultiplier); + + // 命中対象があればダメージを与え、 命中の有無に依らず発砲位置に銃声 NoiseEvent(Gunshot)を発行して周囲の敵を誘引する。 + target?.TakeDamage(damage); + _messagePipeService?.Publish(new NoiseEvent(noisePosition, _weaponMaster.NoiseLoudness, NoiseType.Gunshot)); + _reticleView?.NotifyFired(); + Debug.Log($"Weapon Fire: name->{_weaponMaster.Name} , damage->{damage}"); + } + + + /// 次弾までの発射間隔(AttackingState 滞在秒)。武器未設定なら 0。 + private float GetFireInterval() => _weaponMaster?.FireInterval ?? 0f; + #endregion } } diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Player/HorrorReticleView.cs b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Player/HorrorReticleView.cs new file mode 100644 index 000000000..ad915be9d --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Player/HorrorReticleView.cs @@ -0,0 +1,183 @@ +using UnityEngine; + +namespace Game.Horror.Player +{ + /// + /// エイム連動レティクル。OverlayCanvas/Reticle にアタッチし、エイム中はドット・エイム解除はセグメント拡大→保持→フェードの表示を行う。 + /// 演出はフレーム駆動( の各ステート Update から UpdateAimPose 経由で毎フレーム駆動され、DOTween は使わない)。 + /// フェード途中の再エイムや発砲キックを、その時点の連続量から滑らかに合成するため。 + /// + public class HorrorReticleView : MonoBehaviour + { + [Tooltip("ドット表示用 CanvasGroup(Dot にアタッチされたもの)")] + [SerializeField] private CanvasGroup _dotGroup; + + [Tooltip("セグメント表示用 CanvasGroup(Segments にアタッチされたもの)")] + [SerializeField] private CanvasGroup _segmentsGroup; + + [Tooltip("セグメントの RectTransform。順序固定: 0=上 / 1=下 / 2=左 / 3=右")] + [SerializeField] private RectTransform[] _segments; + + [Tooltip("エイム開始時にセグメントが中心へ収縮する秒数")] + [SerializeField] private float _contractSeconds = 0.15f; + + [Tooltip("エイム解除時にセグメントが外側へ拡大する秒数")] + [SerializeField] private float _spreadSeconds = 0.3f; + + [Tooltip("拡大完了後、不透明のまま保持する秒数")] + [SerializeField] private float _holdSeconds = 1f; + + [Tooltip("保持後にフェードアウトする秒数")] + [SerializeField] private float _fadeSeconds = 0.5f; + + [Tooltip("拡大時の中心からのセグメント距離(px)")] + [SerializeField] private float _expandedDistance = 24f; + + [Tooltip("発砲キックで加算されるセグメント距離(px)")] + [SerializeField] private float _fireKickDistance = 12f; + + [Tooltip("発砲キックが収まるまでの秒数")] + [SerializeField] private float _fireRecoverSeconds = 0.25f; + + /// + /// レティクルの表示段階。Hidden から Contracting(収縮)→ Dot(構え中)、 + /// 解除で Spreading(拡大)→ Holding(保持)→ Fading(フェード)→ Hidden と巡回する。 + /// + private enum Phase + { + Hidden, + Contracting, + Dot, + Spreading, + Holding, + Fading, + } + + private Phase _phase = Phase.Hidden; + private float _spread; + private float _phaseElapsed; + private float _kick; + + /// + /// 非エイム時もドットを常時表示する(将来オプション設定から反映する拡張点。既定 false)。 + /// + public bool AlwaysShowDot { get; set; } + + // _segments の並び 0=上/1=下/2=左/3=右 と対応する方向テーブル + private static readonly Vector2[] _segmentDirections = { Vector2.up, Vector2.down, Vector2.left, Vector2.right }; + + private void Awake() + { + // 初期化前の一瞬の表示を防ぐため、両グループとも非表示から開始する + if (_dotGroup != null) _dotGroup.alpha = 0f; + if (_segmentsGroup != null) _segmentsGroup.alpha = 0f; + } + + /// + /// レティクルの表示状態を毎フレーム更新する。 の + /// 各ステート Update から UpdateAimPose 経由で毎フレーム呼ばれる。 + /// + /// 現在エイム中か(HOLD 判定の二値)。 + public void UpdatePose(bool isAiming) + { + var dt = Time.deltaTime; + + // 段階遷移判定 + if (isAiming && (_phase == Phase.Hidden || _phase == Phase.Spreading || _phase == Phase.Holding || _phase == Phase.Fading)) + { + if (_phase == Phase.Hidden) _spread = 1f; // 非表示からの構えは拡大位置から収縮を始める + _phase = Phase.Contracting; + } + else if (!isAiming && (_phase == Phase.Contracting || _phase == Phase.Dot)) + { + _phase = Phase.Spreading; + _phaseElapsed = 0f; + } + + // 段階進行(0 除算にならないよう秒数は最小値でガード) + switch (_phase) + { + case Phase.Contracting: + _spread = Mathf.MoveTowards(_spread, 0f, dt / Mathf.Max(_contractSeconds, 0.0001f)); + if (_spread <= 0f) _phase = Phase.Dot; + break; + case Phase.Spreading: + _spread = Mathf.MoveTowards(_spread, 1f, dt / Mathf.Max(_spreadSeconds, 0.0001f)); + if (_spread >= 1f) + { + _phase = Phase.Holding; + _phaseElapsed = 0f; + } + break; + case Phase.Holding: + _phaseElapsed += dt; + if (_phaseElapsed >= _holdSeconds) + { + _phase = Phase.Fading; + _phaseElapsed = 0f; + } + break; + case Phase.Fading: + _phaseElapsed += dt; + if (_phaseElapsed >= _fadeSeconds) _phase = Phase.Hidden; + break; + } + + _kick = Mathf.MoveTowards(_kick, 0f, dt / Mathf.Max(_fireRecoverSeconds, 0.0001f)); + + // 反映 + var master = _phase switch + { + Phase.Fading => CalculateFadeAlpha(_phaseElapsed, _fadeSeconds), + Phase.Hidden => 0f, + _ => 1f, + }; + var segPhaseActive = _phase == Phase.Contracting || _phase == Phase.Spreading || _phase == Phase.Holding || _phase == Phase.Fading; + + if (_dotGroup != null) _dotGroup.alpha = CalculateDotAlpha(_phase == Phase.Dot, master, AlwaysShowDot); + if (_segmentsGroup != null) _segmentsGroup.alpha = CalculateSegmentAlpha(segPhaseActive, master, _kick); + + if (_segments == null) return; + var distance = CalculateSegmentDistance(_spread, _expandedDistance, _kick, _fireKickDistance); + for (var i = 0; i < _segments.Length && i < _segmentDirections.Length; i++) + { + if (_segments[i] != null) _segments[i].anchoredPosition = _segmentDirections[i] * distance; + } + } + + /// + /// 発砲キックを開始する。 から呼ばれ、 + /// セグメントが一瞬外へ開いて素早く戻る。 + /// + public void NotifyFired() + { + _kick = 1f; + } + + /// + /// セグメントの中心からの距離を、拡散量(spread)と発砲キック量の合成で算出する。 + /// + public static float CalculateSegmentDistance(float spread, float expandedDistance, float kick, float kickDistance) + => spread * expandedDistance + kick * kickDistance; + + /// + /// フェード段階の経過時間から不透明度比率(1→0)を算出する。 が + /// 0 以下ならゼロ除算を避けて 0 を返す。 + /// + public static float CalculateFadeAlpha(float elapsed, float fadeSeconds) + => fadeSeconds <= 0f ? 0f : Mathf.Clamp01(1f - elapsed / fadeSeconds); + + /// + /// ドット表示の不透明度を、ドット段階かどうかと常時表示オプションから算出する。 + /// + public static float CalculateDotAlpha(bool isDotPhase, float master, bool alwaysShowDot) + => Mathf.Clamp01((isDotPhase ? master : 0f) + (alwaysShowDot ? 1f : 0f)); + + /// + /// セグメント表示の不透明度を、セグメント表示段階かどうかと発砲キック量から算出する + /// (キック中は表示段階に依らず最低限の不透明度を保証する)。 + /// + public static float CalculateSegmentAlpha(bool segPhaseActive, float master, float kick) + => Mathf.Max(segPhaseActive ? master : 0f, kick); + } +} diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Player/HorrorReticleView.cs.meta b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Player/HorrorReticleView.cs.meta new file mode 100644 index 000000000..6850e1189 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Player/HorrorReticleView.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: d0693ef006448274c82a07d72ca6fec7 \ No newline at end of file diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Player/HorrorWeaponView.cs b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Player/HorrorWeaponView.cs new file mode 100644 index 000000000..7a490ecc3 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Player/HorrorWeaponView.cs @@ -0,0 +1,235 @@ +using System.Collections.Generic; +using Cysharp.Threading.Tasks; +using Game.Core.Services; +using Game.Shared.Extensions; +using Game.Shared.Scriptable.Database.Tables; +using Game.Shared.Services; +using UnityEngine; + +namespace Game.Horror.Player +{ + /// + /// Horror 一人称視点の武器モデル表示。カメラ子ソケット WeaponRoot にアタッチし、 + /// 装備中武器のモデル生成・表示切替を担う。演出クロックは持たず、 の + /// EquippingState が持つ経過時間を / 経由で受け取って駆動する + /// (単一クロック設計。View 独自のタイマーや UniTask 演出ループは持たない)。 + /// WeaponRoot ローカル位置への書き込みは に一元化されており、 + /// 切替演出の下げ量とエイム構えオフセットの合成もそこでのみ行われる。 + /// + public class HorrorWeaponView : MonoBehaviour + { + [Tooltip("装備切替演出で武器を下げる相対オフセット(WeaponRoot ローカル座標)")] + [SerializeField] private Vector3 _downOffset = new(0f, -0.4f, 0f); + + [Tooltip("エイム時に武器を構える相対オフセット(WeaponRoot ローカル座標)")] + [SerializeField] private Vector3 _aimOffset = new(-0.25f, 0.1f, 0f); + + private IAddressableAssetService _assetService; + + // 武器マスター Id をキーにした Addressables プレハブハンドルキャッシュ(OnDestroy で ReleaseAsset) + private readonly Dictionary _prefabs = new(); + + // 武器マスター Id をキーにした生成済みモデルインスタンス(WeaponRoot 子。プレイヤー破棄カスケードで自動破棄) + private readonly Dictionary _models = new(); + + // ロード中の Id(ShowImmediate / PreloadAsync / BeginSwitch 起点のロードが同一 Id で重複しないようにする) + private readonly HashSet _loading = new(); + + private Vector3 _baseLocalPosition; + private float _lowerAmount; // 切替演出の下げ量(0-1)。TickSwitch が更新し UpdatePose が消費する + private int _currentId = -1; + private bool _disposed; + + // 切替演出コンテキスト(BeginSwitch で確定し、TickSwitch とロード完了ハンドラが参照する) + private int _pendingId = -1; + private bool _skipPutDown; + private bool _swapped; + + private void Awake() + { + _baseLocalPosition = transform.localPosition; + } + + private void OnDestroy() + { + _disposed = true; + + // モデルインスタンス自体はプレイヤー破棄カスケードで自動破棄されるため、ここではプレハブハンドルのみ解放する + foreach (var prefab in _prefabs.Values) + { + _assetService?.ReleaseAsset(prefab); + } + _prefabs.Clear(); + } + + /// + /// Addressables アセットサービスを注入する。 の装備復元直後に呼ぶこと。 + /// + public void Initialize() + { + _assetService = GameServiceManager.Get(); + } + + /// + /// 演出なしで即座に武器モデルを表示する。復元(ステージ開始時の装備反映)用途。未生成ならロード後に表示する。 + /// + public void ShowImmediate(HorrorWeaponMaster master) + { + if (master == null) return; + + _currentId = master.Id; + + if (_models.TryGetValue(master.Id, out var model)) + { + model.SetActive(true); + return; + } + + if (_loading.Contains(master.Id)) return; + + LoadModelAsync(master).Forget(); + } + + /// + /// ショートカット登録済み武器(+装備中)のモデルを事前ロードし、非表示状態で生成しておく。 + /// + public async UniTask PreloadAsync(List masters) + { + foreach (var master in masters) + { + if (master == null || _models.ContainsKey(master.Id) || _loading.Contains(master.Id)) continue; + + await LoadModelAsync(master); + } + } + + /// + /// 装備切替演出を開始する。EquippingState.Enter から装備反映直後に呼ばれる。 + /// 現行未装備(初回装備)なら下げ演出を省略するフラグを立てる。 + /// + public void BeginSwitch(HorrorWeaponMaster next) + { + if (next == null) return; + + _pendingId = next.Id; + _skipPutDown = _currentId < 0; + _swapped = false; + + if (!_models.ContainsKey(next.Id) && !_loading.Contains(next.Id)) + { + LoadModelAsync(next).Forget(); + } + } + + /// + /// 装備切替演出を毎フレーム進行させる。EquippingState.Update から呼ばれる。 + /// EquippingState の経過時間を唯一のクロックとして受け取り、下げ量の更新とモデル入替を行う。 + /// + public void TickSwitch(float elapsed, float duration) + { + _lowerAmount = CalculateLowerAmount(elapsed, duration, _skipPutDown); + + if (!_swapped && IsPastSwapPoint(elapsed, duration, _skipPutDown)) + { + _swapped = true; + SwapModel(_pendingId); + } + } + + /// + /// 武器の構え位置を毎フレーム反映する。 の各ステート Update + /// (装備切替中は TickSwitch の後)から UpdateAimPose 経由で呼ばれ、 + /// 切替演出の下げ量とエイムブレンドを合成した唯一の位置書き込み点となる。 + /// + public void UpdatePose(float aimBlend) + { + transform.localPosition = CalculateLocalPosition(_baseLocalPosition, _downOffset, _lowerAmount, _aimOffset, aimBlend); + } + + // 入替点で旧モデルを非表示にし、新モデルが生成済みなら表示する(未生成ならロード完了側で表示される) + private void SwapModel(int nextId) + { + if (_currentId >= 0 && _models.TryGetValue(_currentId, out var currentModel)) + { + currentModel.SetActive(false); + } + + _currentId = nextId; + + if (_models.TryGetValue(nextId, out var nextModel)) + { + nextModel.SetActive(true); + } + } + + // プレハブをロード(未取得ならキャッシュ)してモデルを生成する(既生成ならそれを返す)。 + // 生成直後の表示可否は _currentId と一致するかで判定する(ShowImmediate/BeginSwitch 側が先に _currentId を確定させているため)。 + private async UniTask LoadModelAsync(HorrorWeaponMaster master) + { + _loading.Add(master.Id); + try + { + if (!_prefabs.TryGetValue(master.Id, out var prefab)) + { + prefab = await _assetService.LoadAssetAsync(master.ModelAssetName) + .AttachExternalCancellation(destroyCancellationToken); + + if (_disposed) + { + _assetService.ReleaseAsset(prefab); + return null; + } + + _prefabs[master.Id] = prefab; + } + + if (_models.TryGetValue(master.Id, out var existing)) return existing; + + var model = Object.Instantiate(prefab, transform); + model.transform.localPosition = Vector3.zero; + model.transform.localRotation = Quaternion.identity; + model.SetLayerRecursively(gameObject.layer); + model.SetActive(_currentId == master.Id); + _models[master.Id] = model; + + return model; + } + finally + { + _loading.Remove(master.Id); + } + } + + /// + /// 装備切替演出の下げ量(0-1)を算出する。通常は前半で 0→1(下げ)、後半で 1→0(上げ)の三角波。 + /// 初回装備()は下げを省略し 1→0(上げのみ)。 + /// が 0 以下ならゼロ除算を避けて 0 を返す。 + /// + public static float CalculateLowerAmount(float elapsed, float duration, bool skipPutDown) + { + if (duration <= 0f) return 0f; + + var t = Mathf.Clamp01(elapsed / duration); + + if (skipPutDown) return Mathf.Clamp01(1f - t); + + var amount = t < 0.5f ? t * 2f : (1f - t) * 2f; + return Mathf.Clamp01(amount); + } + + /// + /// 基準位置に切替演出の下げオフセットとエイム構えオフセットを合成した WeaponRoot ローカル位置を算出する。 + /// + public static Vector3 CalculateLocalPosition(Vector3 basePosition, Vector3 downOffset, float lowerAmount, Vector3 aimOffset, float aimBlend) + => basePosition + downOffset * lowerAmount + aimOffset * aimBlend; + + /// + /// モデル入替点(中間点)を通過したかを判定する。初回装備()は + /// 下げ演出が無いため常に true(開始直後に入替)。 + /// + public static bool IsPastSwapPoint(float elapsed, float duration, bool skipPutDown) + { + return skipPutDown || elapsed >= duration * 0.5f; + } + } +} diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Player/HorrorWeaponView.cs.meta b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Player/HorrorWeaponView.cs.meta new file mode 100644 index 000000000..056154950 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Player/HorrorWeaponView.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 251751ed63e761b4ba8afb707562a6fa \ No newline at end of file diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/SaveData/HorrorEquipmentSaveData.cs b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/SaveData/HorrorEquipmentSaveData.cs new file mode 100644 index 000000000..19d0979b6 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/SaveData/HorrorEquipmentSaveData.cs @@ -0,0 +1,38 @@ +using System.Collections.Generic; +using Game.Shared.Enums; +using MemoryPack; + +namespace Game.Horror.SaveData +{ + /// + /// Horror 装備状態のセーブデータ + /// 装備中武器+ショートカット4枠(D-Pad 1〜4)を保持する。登録内容は (SlotType, Id) のみで、 + /// 静的属性(ダメージ・アイコン等)はマスターから引く。未装備/未登録は が None。 + /// + [MemoryPackable] + public partial class HorrorEquipmentSaveData + { + /// セーブデータバージョン(マイグレーション用) + public int Version { get; set; } = 1; + + /// 装備中のスロット種別。未装備は None。 + public InventorySlotType SlotType { get; set; } + + /// 装備中の Id(マスター PrimaryKey)。未装備時は無効(0)。 + public int Id { get; set; } + + /// + /// ショートカットスロット(index 0-3 ↔ 番号 1-4)。スロット数はサービスが 4 に整える。 + /// + public List Slots { get; set; } = new(); + } + + /// ショートカット1枠分の保存レコード。空スロットは が None。 + [MemoryPackable] + public partial class HorrorEquipmentSlotData + { + public InventorySlotType SlotType { get; set; } + + public int Id { get; set; } + } +} diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/SaveData/HorrorEquipmentSaveData.cs.meta b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/SaveData/HorrorEquipmentSaveData.cs.meta new file mode 100644 index 000000000..06e5e6060 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/SaveData/HorrorEquipmentSaveData.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 9d81cb963defb3e41a76a659ba268f6e \ No newline at end of file diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/SaveData/HorrorInventorySaveData.cs b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/SaveData/HorrorInventorySaveData.cs index 317022bd1..7c35adad5 100644 --- a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/SaveData/HorrorInventorySaveData.cs +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/SaveData/HorrorInventorySaveData.cs @@ -1,4 +1,5 @@ using System.Collections.Generic; +using Game.Shared.Enums; using MemoryPack; namespace Game.Horror.SaveData @@ -14,14 +15,16 @@ public partial class HorrorInventorySaveData public int Version { get; set; } = 1; /// 所持アイテム一覧(追加順) - public List Items { get; set; } = new(); + public List Slots { get; set; } = new(); } /// 所持アイテム1種分の保存レコード。 [MemoryPackable] - public partial class HorrorInventoryItem + public partial class HorrorInventorySlotData { - public int ItemId { get; set; } + public InventorySlotType SlotType { get; set; } + + public int Id { get; set; } public int Count { get; set; } } diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Scenes/HorrorStageScene.cs b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Scenes/HorrorStageScene.cs index 1cc3e6979..3529bfb92 100644 --- a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Scenes/HorrorStageScene.cs +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Scenes/HorrorStageScene.cs @@ -1,6 +1,7 @@ using Cysharp.Threading.Tasks; using Game.Core.Services; using Game.Horror.Dialogs; +using Game.Horror.Enemy; using Game.Horror.Player; using Game.Horror.Services; using Game.MVC.Core.Enums; @@ -25,6 +26,7 @@ public class HorrorStageScene : GamePrefabScene State.IsProcessing()) @@ -60,6 +63,7 @@ public override UniTask Ready() public override async UniTask Terminate() { + UnloadEnemies(); UnloadPlayer(); await UnloadUnitySceneAsync(); await base.Terminate(); @@ -78,17 +82,18 @@ private async UniTask UnloadUnitySceneAsync() _stageSceneInstance = default; } - private async UniTask LoadPlayerAsync() + private async UniTask LoadPlayerAsync() { _playerStart = GameSceneHelper.GetComponentInChildren(_stageSceneInstance.Scene); - if (_playerStart != null) - { - var player = await _playerStart.LoadPlayerAsync(); - player.Initialize(_optionSaveService.Data); - _optionSaveService.OnSaved - .Subscribe(data => player.ApplyOptions(data)) - .AddTo(Disposables); - } + if (_playerStart == null) + return null; + + var player = await _playerStart.LoadPlayerAsync(); + player.Initialize(_optionSaveService.Data); + _optionSaveService.OnSaved + .Subscribe(data => player.ApplyOptions(data)) + .AddTo(Disposables); + return player.gameObject; } private void UnloadPlayer() @@ -97,6 +102,32 @@ private void UnloadPlayer() _playerStart.UnloadPlayer(); } + private async UniTask LoadEnemiesAsync(GameObject player) + { + if (player == null) + return; + + _enemyStarts = GameSceneHelper.GetComponentsInChildren(_stageSceneInstance.Scene); + foreach (var enemyStart in _enemyStarts) + { + await enemyStart.LoadEnemyAsync(player); + } + } + + private void UnloadEnemies() + { + if (_enemyStarts == null) + return; + + foreach (var enemyStart in _enemyStarts) + { + if (enemyStart != null) + enemyStart.UnloadEnemy(); + } + + _enemyStarts = null; + } + private async UniTask ShowPauseDialogAsync() { var result = await HorrorPauseDialog.RunAsync(); diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Services/HorrorCheckpointSaveService.cs b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Services/HorrorCheckpointSaveService.cs index e0e97155e..35e1cbcd3 100644 --- a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Services/HorrorCheckpointSaveService.cs +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Services/HorrorCheckpointSaveService.cs @@ -8,17 +8,23 @@ public class HorrorCheckpointSaveService : IHorrorCheckpointSaveService, IGameSe { private readonly IHorrorInteractionSaveService _interaction; private readonly IHorrorInventorySaveService _inventory; + private readonly IHorrorEquipmentSaveService _equipment; - public HorrorCheckpointSaveService(IHorrorInteractionSaveService interaction, IHorrorInventorySaveService inventory) + public HorrorCheckpointSaveService( + IHorrorInteractionSaveService interaction, + IHorrorInventorySaveService inventory, + IHorrorEquipmentSaveService equipment) { _interaction = interaction; _inventory = inventory; + _equipment = equipment; } public async UniTask SaveIfDirtyAsync() { await _interaction.SaveIfDirtyAsync(); await _inventory.SaveIfDirtyAsync(); + await _equipment.SaveIfDirtyAsync(); } } } diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Services/HorrorEquipmentSaveService.cs b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Services/HorrorEquipmentSaveService.cs new file mode 100644 index 000000000..1efb8a169 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Services/HorrorEquipmentSaveService.cs @@ -0,0 +1,202 @@ +using System.Collections.Generic; +using Game.Core.Services; +using Game.Horror.Constants; +using Game.Horror.Inventory; +using Game.Horror.SaveData; +using Game.Horror.Services.Interfaces; +using Game.Shared.Enums; +using Game.Shared.SaveData; +using Game.Shared.Services; +using UnityEngine; + +namespace Game.Horror.Services +{ + /// + /// Horror 装備状態のセーブサービス。装備中武器の保持と、装備ショートカット(D-Pad 4スロット)の登録・整合を合わせて担う。 + /// + public class HorrorEquipmentSaveService : SaveServiceBase, IHorrorEquipmentSaveService, IGameService + { + protected override string SaveKey => "horror_equipment"; + protected override int CurrentVersion => 1; + + /// ショートカットスロット数(D-Pad 1〜4)。 + private const int MaxSlotCount = HorrorEquipmentConstants.MaxSlotCount; + + private readonly IScriptableDatabaseService _databaseService; + private readonly IHorrorInventorySaveService _inventoryService; + + public HorrorEquipmentSaveService(ISaveDataStorage storage, IScriptableDatabaseService databaseService, IHorrorInventorySaveService inventoryService) : base(storage) + { + _databaseService = databaseService; + _inventoryService = inventoryService; + } + + /// + /// 指定 (SlotType, Id) が装備可能か判定する。装備対象は Weapon のみで、かつ所持している必要がある。 + /// + public bool CanEquip(InventorySlotType type, int id) => type == InventorySlotType.Weapon && _inventoryService.HasItem(type, id); + + /// + /// 指定 (SlotType, Id) を装備状態にする。 が成立する場合のみ反映して Dirty にする。 + /// 現在と同一の装備を指定した場合も冪等に true を返す。 + /// + public bool TryEquip(InventorySlotType type, int id) + { + if (Data == null || !CanEquip(type, id)) + return false; + + Data.SlotType = type; + Data.Id = id; + MarkDirty(); + return true; + } + + /// 現在装備中の (SlotType, Id) を取得する。未装備または未ロードなら false。 + public bool TryGetEquipped(out InventorySlotType type, out int id) + { + type = InventorySlotType.None; + id = 0; + + if (Data == null || Data.SlotType == InventorySlotType.None) + return false; + + type = Data.SlotType; + id = Data.Id; + return true; + } + + /// 指定スロット(0-3)へアイテム (SlotType, Id) を登録する。 + public bool TrySetSlot(int index, InventorySlotType slotType, int id) + { + if (Data == null || index < 0 || index >= MaxSlotCount) + return false; + + var slot = Data.Slots[index]; + slot.SlotType = slotType; + slot.Id = id; + MarkDirty(); + return true; + } + + /// + /// 対象アイテムを destIndex に割り当てる。同一アイテムが既に別スロットにあれば旧スロットと内容を交換 + /// (交換先が空なら実質「移動」)、無ければ上書き。単一登録(同一アイテムは高々1スロット)を保つ。 + /// + public bool AssignSlot(int destIndex, InventorySlotType slotType, int id) + { + if (Data == null || destIndex < 0 || destIndex >= MaxSlotCount) + return false; + + int index = GetSlotIndex(slotType, id); + if (index == destIndex) + return false; // 既に同じスロット → 変化なし + + var dest = Data.Slots[destIndex]; + if (index >= 0) + { + // 既登録 → 旧スロットへ dest の旧内容を移す(dest が空なら旧が空になり「移動」、占有なら入替) + var src = Data.Slots[index]; + src.SlotType = dest.SlotType; + src.Id = dest.Id; + } + + // dest に対象を置く(未登録時は上書き) + dest.SlotType = slotType; + dest.Id = id; + MarkDirty(); + return true; + } + + // 指定アイテム (SlotType, Id) が登録されているスロット index を返す(None は対象外)。無ければ -1。 + private int GetSlotIndex(InventorySlotType slotType, int id) + { + if (Data == null || slotType == InventorySlotType.None) + return -1; + + for (int i = 0; i < MaxSlotCount; i++) + { + var s = Data.Slots[i]; + if (s.SlotType == slotType && s.Id == id) + return i; + } + return -1; + } + + /// 指定スロット(0-3)の登録を外す(空にする)。 + public bool ClearSlot(int index) + { + if (Data == null || index < 0 || index >= MaxSlotCount) + return false; + + var slot = Data.Slots[index]; + slot.SlotType = InventorySlotType.None; + slot.Id = 0; + MarkDirty(); + return true; + } + + /// 指定スロットの登録を取得する。空(None)または範囲外なら false。 + public bool TryGetSlot(int index, out HorrorEquipmentSlotData slot) + { + slot = null; + if (Data == null || index < 0 || index >= MaxSlotCount) + return false; + + var s = Data.Slots[index]; + if (s.SlotType == InventorySlotType.None) + return false; + + slot = s; + return true; + } + + protected override HorrorEquipmentSaveData CreateNewData() + { + var data = new HorrorEquipmentSaveData(); + EnsureSlotCount(data); + return data; + } + + protected override void OnDataLoaded(HorrorEquipmentSaveData data) + { + EnsureSlotCount(data); + + var database = _databaseService.Database; + + foreach (var slot in data.Slots) + { + if (!HorrorInventoryHelper.TryGetSlotInfo(database, slot.SlotType, slot.Id, out _)) + { + slot.SlotType = InventorySlotType.None; + slot.Id = 0; + } + } + + if (data.SlotType != InventorySlotType.Weapon || !HorrorInventoryHelper.TryGetSlotInfo(database, data.SlotType, data.Id, out _)) + { + data.SlotType = InventorySlotType.None; + data.Id = 0; + } + } + + // スロット数を SlotCount(4) に揃える(不足は空追加、超過は切り詰め)。 + private static void EnsureSlotCount(HorrorEquipmentSaveData data) + { + data.Slots ??= new List(); + + while (data.Slots.Count < MaxSlotCount) + data.Slots.Add(new HorrorEquipmentSlotData()); + + if (data.Slots.Count > MaxSlotCount) + data.Slots.RemoveRange(MaxSlotCount, data.Slots.Count - MaxSlotCount); + } + + protected override int GetDataVersion(HorrorEquipmentSaveData data) => data.Version; + + protected override void MigrateData(HorrorEquipmentSaveData data, int fromVersion) + { + data.Version = CurrentVersion; + Debug.Log($"[HorrorEquipmentSaveService] Migrated from version {fromVersion} to {CurrentVersion}"); + } + } +} diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Services/HorrorEquipmentSaveService.cs.meta b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Services/HorrorEquipmentSaveService.cs.meta new file mode 100644 index 000000000..f01f34a5e --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Services/HorrorEquipmentSaveService.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 6643e0e30ca34c54db27a7db65ba53de \ No newline at end of file diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Services/HorrorIconService.cs b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Services/HorrorIconService.cs new file mode 100644 index 000000000..872d62324 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Services/HorrorIconService.cs @@ -0,0 +1,69 @@ +using System.Collections.Generic; +using Game.Core.Services; +using Cysharp.Threading.Tasks; +using UnityEngine; +using UnityEngine.AddressableAssets; +using UnityEngine.ResourceManagement.AsyncOperations; + +namespace Game.Horror.Services +{ + public class HorrorIconService : IGameService + { + private const string UiIconsKey1 = "ModernGDR_Icons_BrightBackground"; + private const string WeaponIconsKey1 = "Navidtbt_Weapon_Icons_Blue"; + + private AsyncOperationHandle> _uiIconsHandle; + private AsyncOperationHandle> _weaponIconsHandle; + + private Dictionary _uiIcons; + private Dictionary _weaponIcons; + + public HorrorIconService() + { + } + + public async UniTask LoadAsync() + { + await LoadUiIconsAsync(); + await LoadWeaponIconsAsync(); + } + + public void Unload() + { + Addressables.Release(_uiIconsHandle); + _uiIcons.Clear(); + _uiIcons = null; + Addressables.Release(_weaponIconsHandle); + _weaponIcons.Clear(); + _weaponIcons = null; + } + + private async UniTask LoadUiIconsAsync() + { + _uiIconsHandle = Addressables.LoadAssetAsync>(UiIconsKey1); + var sprites = await _uiIconsHandle.ToUniTask(); + _uiIcons = new Dictionary(sprites.Count); + foreach (var sprite in sprites) _uiIcons[sprite.name] = sprite; + } + + private async UniTask LoadWeaponIconsAsync() + { + _weaponIconsHandle = Addressables.LoadAssetAsync>(WeaponIconsKey1); + var sprites = await _weaponIconsHandle.ToUniTask(); + _weaponIcons = new Dictionary(sprites.Count); + foreach (var sprite in sprites) _weaponIcons[sprite.name] = sprite; + } + + public Sprite GetSprite(string spriteName) + { + var path = spriteName.Split('/'); + var (group, name) = (path[0], path[1]); + switch (group) + { + case "UI": return _uiIcons[name]; + case "Weapon": return _weaponIcons[name]; + default: return null; + } + } + } +} diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Services/HorrorIconService.cs.meta b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Services/HorrorIconService.cs.meta new file mode 100644 index 000000000..aa42d9fd6 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Services/HorrorIconService.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 55ae6ee0e0174341ba9b74110b3ed681 +timeCreated: 1783161497 \ No newline at end of file diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Services/HorrorInventorySaveService.cs b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Services/HorrorInventorySaveService.cs index 37a82f6a8..5a55df45e 100644 --- a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Services/HorrorInventorySaveService.cs +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Services/HorrorInventorySaveService.cs @@ -1,8 +1,10 @@ using Game.Core.Services; +using Game.Horror.Inventory; using Game.Horror.SaveData; using Game.Horror.Services.Interfaces; +using Game.Shared.Enums; +using Game.Shared.Interfaces; using Game.Shared.SaveData; -using Game.Shared.Scriptable.Database.Tables; using Game.Shared.Services; using UnityEngine; @@ -18,6 +20,8 @@ public class HorrorInventorySaveService : SaveServiceBase /// アイテムをインベントリに追加する。 - /// 同一 Id が既に存在する場合はスタック加算し MaxQuantity で頭打ちする。 + /// 同一 Id が既に存在する場合はスタック加算し MaxCount で頭打ちする。 /// - /// 追加するアイテムのマスターデータ。 - /// 追加数量。 - public void Add(HorrorItemMaster master, int addCount) + public bool TryAdd(IHorrorInventorySlotInfo info, int addCount) { - if (master == null || addCount <= 0) - return; + if (info == null || addCount <= 0) + return false; + + if (TryGet(info.SlotType, info.Id, out var slot)) + { + if (slot.Count >= info.MaxCount) + return false; - var items = Data.Items; - var item = items.Find(x => x.ItemId == master.Id); - if (item != null) - item.Count = Mathf.Min(item.Count + addCount, master.MaxQuantity); + slot.Count = Mathf.Min(slot.Count + addCount, info.MaxCount); + } else - items.Add(new HorrorInventoryItem { ItemId = master.Id, Count = Mathf.Min(addCount, master.MaxQuantity) }); + { + if (Data.Slots.Count >= MaxSlotCount) + return false; + + Data.Slots.Add(new HorrorInventorySlotData + { + SlotType = info.SlotType, + Id = info.Id, + Count = Mathf.Min(addCount, info.MaxCount) + }); + } MarkDirty(); + return true; } - public bool HasItem(int itemId) + private bool TryGet(InventorySlotType type, int id, out HorrorInventorySlotData slot) { - foreach (var item in Data.Items) + foreach (var slotData in Data.Slots) { - if (item.ItemId == itemId) + if (slotData.SlotType == type && slotData.Id == id) + { + slot = slotData; return true; + } } + slot = null; return false; } + /// 指定 (SlotType, Id) を所持しているか判定する。 + public bool HasItem(InventorySlotType type, int id) => TryGet(type, id, out _); + protected override void OnDataLoaded(HorrorInventorySaveData data) { var database = _databaseService.Database; // 逆順走査 - for (int i = data.Items.Count - 1; i >= 0; i--) + for (int i = data.Slots.Count - 1; i >= 0; i--) { - var id = data.Items[i].ItemId; - if (!database.HorrorItemMasterTable.TryFindById(id, out var master)) - data.Items.RemoveAt(i); + var slot = data.Slots[i]; + if (!HorrorInventoryHelper.TryGetSlotInfo(database, slot.SlotType, slot.Id, out var info)) + data.Slots.RemoveAt(i); else - data.Items[i].Count = Mathf.Min(data.Items[i].Count, master.MaxQuantity); + data.Slots[i].Count = Mathf.Min(slot.Count, info.MaxCount); } } diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Services/Interfaces/IHorrorEquipmentSaveService.cs b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Services/Interfaces/IHorrorEquipmentSaveService.cs new file mode 100644 index 000000000..0a8ec451c --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Services/Interfaces/IHorrorEquipmentSaveService.cs @@ -0,0 +1,9 @@ +using Cysharp.Threading.Tasks; + +namespace Game.Horror.Services.Interfaces +{ + public interface IHorrorEquipmentSaveService + { + UniTask SaveIfDirtyAsync(); + } +} diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Services/Interfaces/IHorrorEquipmentSaveService.cs.meta b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Services/Interfaces/IHorrorEquipmentSaveService.cs.meta new file mode 100644 index 000000000..7a5934030 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Services/Interfaces/IHorrorEquipmentSaveService.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 36d23fc1289ff4d4e824dd7c6d66e47b \ No newline at end of file diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Services/Interfaces/IHorrorInventorySaveService.cs b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Services/Interfaces/IHorrorInventorySaveService.cs index 4da6d45ee..be8e32b45 100644 --- a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Services/Interfaces/IHorrorInventorySaveService.cs +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Services/Interfaces/IHorrorInventorySaveService.cs @@ -1,9 +1,13 @@ using Cysharp.Threading.Tasks; +using Game.Shared.Enums; namespace Game.Horror.Services.Interfaces { public interface IHorrorInventorySaveService { UniTask SaveIfDirtyAsync(); + + /// 指定 (SlotType, Id) を所持しているか判定する。 + bool HasItem(InventorySlotType type, int id); } } diff --git a/src/Game.Client/Assets/Programs/Runtime/Shared/Assets.meta b/src/Game.Client/Assets/Programs/Runtime/Shared/Assets.meta new file mode 100644 index 000000000..2a124f5f8 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/Shared/Assets.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: c973ef029fde4b92a13619e7738623c5 +timeCreated: 1783162859 \ No newline at end of file diff --git a/src/Game.Client/Assets/Programs/Runtime/Shared/Assets/MultipleSprite.cs b/src/Game.Client/Assets/Programs/Runtime/Shared/Assets/MultipleSprite.cs new file mode 100644 index 000000000..db28c0322 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/Shared/Assets/MultipleSprite.cs @@ -0,0 +1,50 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace Game.Shared.Assets +{ + public class MultipleSprite : IReadOnlyList + { + private readonly IList _sprites; + private readonly Dictionary _spritesDict; + + public int Count => _sprites.Count; + + public Sprite this[int index] => _sprites[index]; + + public Sprite this[string name] => _spritesDict.GetValueOrDefault(name); + + public MultipleSprite(IList sprites) + { + _sprites = sprites; + _spritesDict = new Dictionary(sprites.Count); + foreach (var sprite in this) _spritesDict[sprite.name] = sprite; + } + + public Enumerator GetEnumerator() => new(this); + + IEnumerator IEnumerable.GetEnumerator() + { + for (int i = 0; i < _sprites.Count; i++) yield return _sprites[i]; + } + + IEnumerator IEnumerable.GetEnumerator() => _sprites.GetEnumerator(); + + public struct Enumerator + { + private readonly MultipleSprite _range; + private int _index; + + public Enumerator(MultipleSprite range) + { + _range = range; + _index = -1; + } + + public bool MoveNext() => ++_index < _range.Count; + + public Sprite Current => _range[_index]; + } + } +} diff --git a/src/Game.Client/Assets/Programs/Runtime/Shared/Assets/MultipleSprite.cs.meta b/src/Game.Client/Assets/Programs/Runtime/Shared/Assets/MultipleSprite.cs.meta new file mode 100644 index 000000000..e72b03f7d --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/Shared/Assets/MultipleSprite.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 7d327d559427468fae0a4df049860fe9 +timeCreated: 1783162901 \ No newline at end of file diff --git a/src/Game.Client/Assets/Programs/Runtime/Shared/Constants/InputControlSchemes.cs b/src/Game.Client/Assets/Programs/Runtime/Shared/Constants/InputControlSchemes.cs index c5d642ce5..a03894000 100644 --- a/src/Game.Client/Assets/Programs/Runtime/Shared/Constants/InputControlSchemes.cs +++ b/src/Game.Client/Assets/Programs/Runtime/Shared/Constants/InputControlSchemes.cs @@ -12,6 +12,9 @@ public static class InputControlSchemes public static class InputConstants { + /// 入力判定の閾値(magnitude) + public const float InputThreshold = 0.1f; + /// キーリバインド待機の自動キャンセルまでの秒数。 public const float RebindTimeoutSeconds = 3f; } diff --git a/src/Game.Client/Assets/Programs/Runtime/Shared/Constants/LocalizationConstants.cs b/src/Game.Client/Assets/Programs/Runtime/Shared/Constants/LocalizationConstants.cs index 99b738a5e..bcdcee022 100644 --- a/src/Game.Client/Assets/Programs/Runtime/Shared/Constants/LocalizationConstants.cs +++ b/src/Game.Client/Assets/Programs/Runtime/Shared/Constants/LocalizationConstants.cs @@ -3,7 +3,7 @@ namespace Game.Shared.Constants public static class LocalizationConstants { public const string InputControlsTable = "InputControls"; - public const string InteractionsTable = "Interactions"; + public const string ContextActionsTable = "ContextActions"; public const string InteractionMessagesTable = "InteractionMessages"; } } diff --git a/src/Game.Client/Assets/Programs/Runtime/Shared/Enums/InventoryEnums.cs b/src/Game.Client/Assets/Programs/Runtime/Shared/Enums/InventoryEnums.cs new file mode 100644 index 000000000..c2f59f9c4 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/Shared/Enums/InventoryEnums.cs @@ -0,0 +1,61 @@ +using System; + +namespace Game.Shared.Enums +{ + public enum InventorySlotType + { + None = 0, + Item = 1, + Weapon = 2, + } + + /// + /// インベントリのコンテキストサブメニューで選択できるアクション種別。 + /// + public enum InventoryContextActionType + { + Use, + Inspect, + Discard, + Equip, + Shortcut, + } + + /// + /// スロット種別ごとにコンテキストサブメニューの表示エントリと表示ラベルを解決する純粋ヘルパー。 + /// 副作用を持たないためユニットテスト対象。 + /// + public static partial class InventorySlotTypeExtensions + { + private static readonly InventoryContextActionType[] _itemActions = + { + InventoryContextActionType.Use, + InventoryContextActionType.Inspect, + InventoryContextActionType.Discard, + }; + + private static readonly InventoryContextActionType[] _weaponActions = + { + InventoryContextActionType.Equip, + InventoryContextActionType.Shortcut, + InventoryContextActionType.Inspect, + }; + + private static readonly InventoryContextActionType[] _empty = Array.Empty(); + + /// スロット種別に対応するアクション列を返す。未対応種別は空。 + public static InventoryContextActionType[] ToContextActions(this InventorySlotType slotType) + { + switch (slotType) + { + case InventorySlotType.Item: + return _itemActions; + case InventorySlotType.Weapon: + return _weaponActions; + default: + return _empty; + } + } + } + +} diff --git a/src/Game.Client/Assets/Programs/Runtime/Shared/Enums/OptionEnums.cs.meta b/src/Game.Client/Assets/Programs/Runtime/Shared/Enums/InventoryEnums.cs.meta similarity index 100% rename from src/Game.Client/Assets/Programs/Runtime/Shared/Enums/OptionEnums.cs.meta rename to src/Game.Client/Assets/Programs/Runtime/Shared/Enums/InventoryEnums.cs.meta diff --git a/src/Game.Client/Assets/Programs/Runtime/Shared/Enums/OptionEnums.cs b/src/Game.Client/Assets/Programs/Runtime/Shared/Enums/OptionEnums.cs deleted file mode 100644 index 7a47e802e..000000000 --- a/src/Game.Client/Assets/Programs/Runtime/Shared/Enums/OptionEnums.cs +++ /dev/null @@ -1,11 +0,0 @@ -namespace Game.Shared.Enums -{ - public enum GraphicQuality - { - Custom = 0, - Low = 1, - Medium = 2, - High = 3, - Max = 4, - } -} diff --git a/src/Game.Client/Assets/Programs/Runtime/Shared/Events/NoiseEvent.cs b/src/Game.Client/Assets/Programs/Runtime/Shared/Events/NoiseEvent.cs new file mode 100644 index 000000000..b6e4daab9 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/Shared/Events/NoiseEvent.cs @@ -0,0 +1,50 @@ +using UnityEngine; + +namespace Game.Shared.Events +{ + /// + /// 音の種類 + /// + public enum NoiseType + { + /// 足音 + Footstep, + + /// 物体の音(ドアの開閉・物の落下など) + Object, + + /// 銃声 + Gunshot, + + /// 悲鳴 + Scream, + } + + /// + /// 音イベントのデータ(聴覚 AI への通知に使用) + /// + public struct NoiseEvent + { + /// + /// 音の発生位置 + /// + public Vector3 Position { get; set; } + + /// + /// 音の大きさ(0.0=無音 〜 1.0=通常 〜 それ以上=特大) + /// + public float Loudness { get; set; } + + /// + /// 音の種類 + /// + public NoiseType Type { get; set; } + + public NoiseEvent(Vector3 position, float loudness, NoiseType type) + { + Position = position; + Loudness = loudness; + Type = type; + } + } +} diff --git a/src/Game.Client/Assets/Programs/Runtime/Shared/Events/NoiseEvent.cs.meta b/src/Game.Client/Assets/Programs/Runtime/Shared/Events/NoiseEvent.cs.meta new file mode 100644 index 000000000..fc8a599a3 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/Shared/Events/NoiseEvent.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 4aba06ec06d2fa64d8808651575421db \ No newline at end of file diff --git a/src/Game.Client/Assets/Programs/Runtime/Shared/Input/ProjectDefaultInputSystem.cs b/src/Game.Client/Assets/Programs/Runtime/Shared/Input/ProjectDefaultInputSystem.cs index 74e75992d..3cd039ce8 100644 --- a/src/Game.Client/Assets/Programs/Runtime/Shared/Input/ProjectDefaultInputSystem.cs +++ b/src/Game.Client/Assets/Programs/Runtime/Shared/Input/ProjectDefaultInputSystem.cs @@ -156,6 +156,24 @@ public @ProjectDefaultInputSystem() ""processors"": """", ""interactions"": """", ""initialStateCheck"": false + }, + { + ""name"": ""Equip"", + ""type"": ""Button"", + ""id"": ""51885bf7-9541-4473-a2d6-00883fe00cc5"", + ""expectedControlType"": """", + ""processors"": """", + ""interactions"": """", + ""initialStateCheck"": false + }, + { + ""name"": ""Aim"", + ""type"": ""Button"", + ""id"": ""7c3f9d2a-4e61-4b8f-9a05-2d8c1e6f5b3a"", + ""expectedControlType"": """", + ""processors"": """", + ""interactions"": """", + ""initialStateCheck"": false } ], ""bindings"": [ @@ -426,13 +444,101 @@ public @ProjectDefaultInputSystem() { ""name"": """", ""id"": ""3b4e1770-2b5a-420d-91b4-338b8ba6f1aa"", - ""path"": ""/leftTrigger"", + ""path"": ""/leftShoulder"", ""interactions"": """", ""processors"": """", ""groups"": "";Gamepad"", ""action"": ""Crouch"", ""isComposite"": false, ""isPartOfComposite"": false + }, + { + ""name"": """", + ""id"": ""e1f3dec2-a29a-4c20-98c6-b31f0c4ce3a2"", + ""path"": ""/dpad"", + ""interactions"": """", + ""processors"": """", + ""groups"": "";Gamepad"", + ""action"": ""Equip"", + ""isComposite"": false, + ""isPartOfComposite"": false + }, + { + ""name"": ""Keyborad"", + ""id"": ""c80e45ba-77b8-414b-8d5a-80e7da9a8b89"", + ""path"": ""2DVector"", + ""interactions"": """", + ""processors"": """", + ""groups"": """", + ""action"": ""Equip"", + ""isComposite"": true, + ""isPartOfComposite"": false + }, + { + ""name"": ""up"", + ""id"": ""0bfa5646-73f0-4098-a894-1f55f73294fa"", + ""path"": ""/2"", + ""interactions"": """", + ""processors"": """", + ""groups"": ""Keyboard&Mouse"", + ""action"": ""Equip"", + ""isComposite"": false, + ""isPartOfComposite"": true + }, + { + ""name"": ""down"", + ""id"": ""d26cd298-a46d-420d-8d42-b2d66d8095b6"", + ""path"": ""/4"", + ""interactions"": """", + ""processors"": """", + ""groups"": ""Keyboard&Mouse"", + ""action"": ""Equip"", + ""isComposite"": false, + ""isPartOfComposite"": true + }, + { + ""name"": ""left"", + ""id"": ""4f82b4bf-ce11-4091-80d8-c8fa5d3f6347"", + ""path"": ""/1"", + ""interactions"": """", + ""processors"": """", + ""groups"": "";Keyboard&Mouse"", + ""action"": ""Equip"", + ""isComposite"": false, + ""isPartOfComposite"": true + }, + { + ""name"": ""right"", + ""id"": ""fbd7d082-d077-473c-b2bc-921d0241d41b"", + ""path"": ""/3"", + ""interactions"": """", + ""processors"": """", + ""groups"": ""Keyboard&Mouse"", + ""action"": ""Equip"", + ""isComposite"": false, + ""isPartOfComposite"": true + }, + { + ""name"": """", + ""id"": ""9b5e2c71-0d4a-4f3b-8e69-7a1c3d5e9f28"", + ""path"": ""/rightButton"", + ""interactions"": """", + ""processors"": """", + ""groups"": "";Keyboard&Mouse"", + ""action"": ""Aim"", + ""isComposite"": false, + ""isPartOfComposite"": false + }, + { + ""name"": """", + ""id"": ""4a8d6f30-9c2b-4e17-b5d8-0f3a7c9e2b61"", + ""path"": ""/leftTrigger"", + ""interactions"": """", + ""processors"": """", + ""groups"": "";Gamepad"", + ""action"": ""Aim"", + ""isComposite"": false, + ""isPartOfComposite"": false } ] }, @@ -566,6 +672,15 @@ public @ProjectDefaultInputSystem() ""interactions"": """", ""initialStateCheck"": false }, + { + ""name"": ""Remove"", + ""type"": ""Button"", + ""id"": ""698161ab-cd33-4abf-90e0-22d68a05a6d5"", + ""expectedControlType"": """", + ""processors"": """", + ""interactions"": """", + ""initialStateCheck"": false + }, { ""name"": ""Inventory"", ""type"": ""Button"", @@ -1116,6 +1231,28 @@ public @ProjectDefaultInputSystem() ""isComposite"": false, ""isPartOfComposite"": false }, + { + ""name"": """", + ""id"": ""98b2674d-6714-4aae-8ad2-baa3bd14c013"", + ""path"": ""/delete"", + ""interactions"": """", + ""processors"": """", + ""groups"": "";Keyboard&Mouse"", + ""action"": ""Remove"", + ""isComposite"": false, + ""isPartOfComposite"": false + }, + { + ""name"": """", + ""id"": ""c9f2693c-1e75-494c-aa91-77ba67aefbd1"", + ""path"": ""/buttonWest"", + ""interactions"": """", + ""processors"": """", + ""groups"": "";Gamepad"", + ""action"": ""Remove"", + ""isComposite"": false, + ""isPartOfComposite"": false + }, { ""name"": """", ""id"": ""a9359f78-776c-422b-a0c4-43c84dd1d650"", @@ -1213,6 +1350,8 @@ public @ProjectDefaultInputSystem() m_Player_Jump = m_Player.FindAction("Jump", throwIfNotFound: true); m_Player_Crouch = m_Player.FindAction("Crouch", throwIfNotFound: true); m_Player_Sprint = m_Player.FindAction("Sprint", throwIfNotFound: true); + m_Player_Equip = m_Player.FindAction("Equip", throwIfNotFound: true); + m_Player_Aim = m_Player.FindAction("Aim", throwIfNotFound: true); // UI m_UI = asset.FindActionMap("UI", throwIfNotFound: true); m_UI_Navigate = m_UI.FindAction("Navigate", throwIfNotFound: true); @@ -1229,6 +1368,7 @@ public @ProjectDefaultInputSystem() m_UI_Previous = m_UI.FindAction("Previous", throwIfNotFound: true); m_UI_Next = m_UI.FindAction("Next", throwIfNotFound: true); m_UI_Reset = m_UI.FindAction("Reset", throwIfNotFound: true); + m_UI_Remove = m_UI.FindAction("Remove", throwIfNotFound: true); m_UI_Inventory = m_UI.FindAction("Inventory", throwIfNotFound: true); } @@ -1318,6 +1458,8 @@ public int FindBinding(InputBinding bindingMask, out InputAction action) private readonly InputAction m_Player_Jump; private readonly InputAction m_Player_Crouch; private readonly InputAction m_Player_Sprint; + private readonly InputAction m_Player_Equip; + private readonly InputAction m_Player_Aim; /// /// Provides access to input actions defined in input action map "Player". /// @@ -1358,6 +1500,14 @@ public struct PlayerActions /// public InputAction @Sprint => m_Wrapper.m_Player_Sprint; /// + /// Provides access to the underlying input action "Player/Equip". + /// + public InputAction @Equip => m_Wrapper.m_Player_Equip; + /// + /// Provides access to the underlying input action "Player/Aim". + /// + public InputAction @Aim => m_Wrapper.m_Player_Aim; + /// /// Provides access to the underlying input action map instance. /// public InputActionMap Get() { return m_Wrapper.m_Player; } @@ -1404,6 +1554,12 @@ public void AddCallbacks(IPlayerActions instance) @Sprint.started += instance.OnSprint; @Sprint.performed += instance.OnSprint; @Sprint.canceled += instance.OnSprint; + @Equip.started += instance.OnEquip; + @Equip.performed += instance.OnEquip; + @Equip.canceled += instance.OnEquip; + @Aim.started += instance.OnAim; + @Aim.performed += instance.OnAim; + @Aim.canceled += instance.OnAim; } /// @@ -1436,6 +1592,12 @@ private void UnregisterCallbacks(IPlayerActions instance) @Sprint.started -= instance.OnSprint; @Sprint.performed -= instance.OnSprint; @Sprint.canceled -= instance.OnSprint; + @Equip.started -= instance.OnEquip; + @Equip.performed -= instance.OnEquip; + @Equip.canceled -= instance.OnEquip; + @Aim.started -= instance.OnAim; + @Aim.performed -= instance.OnAim; + @Aim.canceled -= instance.OnAim; } /// @@ -1487,6 +1649,7 @@ public void SetCallbacks(IPlayerActions instance) private readonly InputAction m_UI_Previous; private readonly InputAction m_UI_Next; private readonly InputAction m_UI_Reset; + private readonly InputAction m_UI_Remove; private readonly InputAction m_UI_Inventory; /// /// Provides access to input actions defined in input action map "UI". @@ -1556,6 +1719,10 @@ public struct UIActions /// public InputAction @Reset => m_Wrapper.m_UI_Reset; /// + /// Provides access to the underlying input action "UI/Remove". + /// + public InputAction @Remove => m_Wrapper.m_UI_Remove; + /// /// Provides access to the underlying input action "UI/Inventory". /// public InputAction @Inventory => m_Wrapper.m_UI_Inventory; @@ -1627,6 +1794,9 @@ public void AddCallbacks(IUIActions instance) @Reset.started += instance.OnReset; @Reset.performed += instance.OnReset; @Reset.canceled += instance.OnReset; + @Remove.started += instance.OnRemove; + @Remove.performed += instance.OnRemove; + @Remove.canceled += instance.OnRemove; @Inventory.started += instance.OnInventory; @Inventory.performed += instance.OnInventory; @Inventory.canceled += instance.OnInventory; @@ -1683,6 +1853,9 @@ private void UnregisterCallbacks(IUIActions instance) @Reset.started -= instance.OnReset; @Reset.performed -= instance.OnReset; @Reset.canceled -= instance.OnReset; + @Remove.started -= instance.OnRemove; + @Remove.performed -= instance.OnRemove; + @Remove.canceled -= instance.OnRemove; @Inventory.started -= instance.OnInventory; @Inventory.performed -= instance.OnInventory; @Inventory.canceled -= instance.OnInventory; @@ -1840,6 +2013,20 @@ public interface IPlayerActions /// /// void OnSprint(InputAction.CallbackContext context); + /// + /// Method invoked when associated input action "Equip" is either , or . + /// + /// + /// + /// + void OnEquip(InputAction.CallbackContext context); + /// + /// Method invoked when associated input action "Aim" is either , or . + /// + /// + /// + /// + void OnAim(InputAction.CallbackContext context); } /// /// Interface to implement callback methods for all input action callbacks associated with input actions defined by "UI" which allows adding and removing callbacks. @@ -1947,6 +2134,13 @@ public interface IUIActions /// void OnReset(InputAction.CallbackContext context); /// + /// Method invoked when associated input action "Remove" is either , or . + /// + /// + /// + /// + void OnRemove(InputAction.CallbackContext context); + /// /// Method invoked when associated input action "Inventory" is either , or . /// /// diff --git a/src/Game.Client/Assets/Programs/Runtime/Shared/Input/ProjectDefaultInputSystem.inputactions b/src/Game.Client/Assets/Programs/Runtime/Shared/Input/ProjectDefaultInputSystem.inputactions index 2cf105fc2..63e713e37 100644 --- a/src/Game.Client/Assets/Programs/Runtime/Shared/Input/ProjectDefaultInputSystem.inputactions +++ b/src/Game.Client/Assets/Programs/Runtime/Shared/Input/ProjectDefaultInputSystem.inputactions @@ -68,6 +68,24 @@ "processors": "", "interactions": "", "initialStateCheck": false + }, + { + "name": "Equip", + "type": "Button", + "id": "51885bf7-9541-4473-a2d6-00883fe00cc5", + "expectedControlType": "", + "processors": "", + "interactions": "", + "initialStateCheck": false + }, + { + "name": "Aim", + "type": "Button", + "id": "7c3f9d2a-4e61-4b8f-9a05-2d8c1e6f5b3a", + "expectedControlType": "", + "processors": "", + "interactions": "", + "initialStateCheck": false } ], "bindings": [ @@ -338,13 +356,101 @@ { "name": "", "id": "3b4e1770-2b5a-420d-91b4-338b8ba6f1aa", - "path": "/leftTrigger", + "path": "/leftShoulder", "interactions": "", "processors": "", "groups": ";Gamepad", "action": "Crouch", "isComposite": false, "isPartOfComposite": false + }, + { + "name": "", + "id": "e1f3dec2-a29a-4c20-98c6-b31f0c4ce3a2", + "path": "/dpad", + "interactions": "", + "processors": "", + "groups": ";Gamepad", + "action": "Equip", + "isComposite": false, + "isPartOfComposite": false + }, + { + "name": "Keyborad", + "id": "c80e45ba-77b8-414b-8d5a-80e7da9a8b89", + "path": "2DVector", + "interactions": "", + "processors": "", + "groups": "", + "action": "Equip", + "isComposite": true, + "isPartOfComposite": false + }, + { + "name": "up", + "id": "0bfa5646-73f0-4098-a894-1f55f73294fa", + "path": "/2", + "interactions": "", + "processors": "", + "groups": "Keyboard&Mouse", + "action": "Equip", + "isComposite": false, + "isPartOfComposite": true + }, + { + "name": "down", + "id": "d26cd298-a46d-420d-8d42-b2d66d8095b6", + "path": "/4", + "interactions": "", + "processors": "", + "groups": "Keyboard&Mouse", + "action": "Equip", + "isComposite": false, + "isPartOfComposite": true + }, + { + "name": "left", + "id": "4f82b4bf-ce11-4091-80d8-c8fa5d3f6347", + "path": "/1", + "interactions": "", + "processors": "", + "groups": ";Keyboard&Mouse", + "action": "Equip", + "isComposite": false, + "isPartOfComposite": true + }, + { + "name": "right", + "id": "fbd7d082-d077-473c-b2bc-921d0241d41b", + "path": "/3", + "interactions": "", + "processors": "", + "groups": "Keyboard&Mouse", + "action": "Equip", + "isComposite": false, + "isPartOfComposite": true + }, + { + "name": "", + "id": "9b5e2c71-0d4a-4f3b-8e69-7a1c3d5e9f28", + "path": "/rightButton", + "interactions": "", + "processors": "", + "groups": ";Keyboard&Mouse", + "action": "Aim", + "isComposite": false, + "isPartOfComposite": false + }, + { + "name": "", + "id": "4a8d6f30-9c2b-4e17-b5d8-0f3a7c9e2b61", + "path": "/leftTrigger", + "interactions": "", + "processors": "", + "groups": ";Gamepad", + "action": "Aim", + "isComposite": false, + "isPartOfComposite": false } ] }, @@ -478,6 +584,15 @@ "interactions": "", "initialStateCheck": false }, + { + "name": "Remove", + "type": "Button", + "id": "698161ab-cd33-4abf-90e0-22d68a05a6d5", + "expectedControlType": "", + "processors": "", + "interactions": "", + "initialStateCheck": false + }, { "name": "Inventory", "type": "Button", @@ -1028,6 +1143,28 @@ "isComposite": false, "isPartOfComposite": false }, + { + "name": "", + "id": "98b2674d-6714-4aae-8ad2-baa3bd14c013", + "path": "/delete", + "interactions": "", + "processors": "", + "groups": ";Keyboard&Mouse", + "action": "Remove", + "isComposite": false, + "isPartOfComposite": false + }, + { + "name": "", + "id": "c9f2693c-1e75-494c-aa91-77ba67aefbd1", + "path": "/buttonWest", + "interactions": "", + "processors": "", + "groups": ";Gamepad", + "action": "Remove", + "isComposite": false, + "isPartOfComposite": false + }, { "name": "", "id": "a9359f78-776c-422b-a0c4-43c84dd1d650", diff --git a/src/Game.Client/Assets/Programs/Runtime/Shared/Interfaces.meta b/src/Game.Client/Assets/Programs/Runtime/Shared/Interfaces.meta new file mode 100644 index 000000000..26e0efb5e --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/Shared/Interfaces.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 081fba00e69849a392d3f8e63c95909c +timeCreated: 1782992174 \ No newline at end of file diff --git a/src/Game.Client/Assets/Programs/Runtime/Shared/Interfaces/IHorrorInventorySlotInfo.cs b/src/Game.Client/Assets/Programs/Runtime/Shared/Interfaces/IHorrorInventorySlotInfo.cs new file mode 100644 index 000000000..e0862d9e7 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/Shared/Interfaces/IHorrorInventorySlotInfo.cs @@ -0,0 +1,14 @@ +using Game.Shared.Enums; + +namespace Game.Shared.Interfaces +{ + public interface IHorrorInventorySlotInfo + { + InventorySlotType SlotType { get; } + int Id { get; } + string Name { get; } + string Description { get; } + string IconAssetName { get; } + int MaxCount { get; } + } +} diff --git a/src/Game.Client/Assets/Programs/Runtime/Shared/Interfaces/IHorrorInventorySlotInfo.cs.meta b/src/Game.Client/Assets/Programs/Runtime/Shared/Interfaces/IHorrorInventorySlotInfo.cs.meta new file mode 100644 index 000000000..3d17ceb04 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/Shared/Interfaces/IHorrorInventorySlotInfo.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: c087e0ccf4784198b8c7fbaa620de0f9 +timeCreated: 1782992197 \ No newline at end of file diff --git a/src/Game.Client/Assets/Programs/Runtime/Shared/Localization/InteractionLocalizer.cs b/src/Game.Client/Assets/Programs/Runtime/Shared/Localization/ContextActionsLocalizer.cs similarity index 68% rename from src/Game.Client/Assets/Programs/Runtime/Shared/Localization/InteractionLocalizer.cs rename to src/Game.Client/Assets/Programs/Runtime/Shared/Localization/ContextActionsLocalizer.cs index d83f3311d..b95ce0eb3 100644 --- a/src/Game.Client/Assets/Programs/Runtime/Shared/Localization/InteractionLocalizer.cs +++ b/src/Game.Client/Assets/Programs/Runtime/Shared/Localization/ContextActionsLocalizer.cs @@ -2,9 +2,9 @@ namespace Game.Shared.Localization { - public static class InteractionLocalizer + public static class ContextActionsLocalizer { public static string Localize(string localizeKey) - => LocalizationHelper.GetLocalizedString(LocalizationConstants.InteractionsTable , localizeKey); + => LocalizationHelper.GetLocalizedString(LocalizationConstants.ContextActionsTable , localizeKey); } } diff --git a/src/Game.Client/Assets/Programs/Runtime/Shared/Localization/InteractionLocalizer.cs.meta b/src/Game.Client/Assets/Programs/Runtime/Shared/Localization/ContextActionsLocalizer.cs.meta similarity index 100% rename from src/Game.Client/Assets/Programs/Runtime/Shared/Localization/InteractionLocalizer.cs.meta rename to src/Game.Client/Assets/Programs/Runtime/Shared/Localization/ContextActionsLocalizer.cs.meta diff --git a/src/Game.Client/Assets/Programs/Runtime/Shared/Scriptable/Database/Generated/HorrorEnemyMasterTable.g.cs b/src/Game.Client/Assets/Programs/Runtime/Shared/Scriptable/Database/Generated/HorrorEnemyMasterTable.g.cs new file mode 100644 index 000000000..9c398b55e --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/Shared/Scriptable/Database/Generated/HorrorEnemyMasterTable.g.cs @@ -0,0 +1,46 @@ +// +using System; +using System.Collections.Generic; +using UnityEngine; +using Game.Shared.Scriptable.Database; + +namespace Game.Shared.Scriptable.Database.Tables +{ + [CreateAssetMenu(menuName = "Scriptable Database/Table/HorrorEnemyMasterTable")] + public sealed partial class HorrorEnemyMasterTable : ScriptableTable + { + // PrimaryKey: Id + private static readonly System.Func _pkSel = r => r.Id; + private static readonly IComparer _pkCmp = Comparer.Default; + + public HorrorEnemyMaster FindById(int key) + { + return FindUnique(records, key, _pkSel, _pkCmp); + } + + public bool TryFindById(int key, out HorrorEnemyMaster record) + { + return TryFindUnique(records, key, _pkSel, _pkCmp, out record); + } + + public HorrorEnemyMaster FindClosestById(int key, bool lower = true) + { + return FindClosest(records, key, _pkSel, _pkCmp, lower); + } + + public ScriptableTableRecords FindRangeById(int min, int max, bool asc = true) + { + return FindRange(records, min, max, _pkSel, _pkCmp, asc); + } + +#if UNITY_EDITOR + [ContextMenu("Sort & Validate")] + public override void EditorSortAndValidate() + { + SortAndValidate(_pkSel, _pkCmp); + } + + public override bool EditorIsSorted() => IsSortedByKey(_pkSel, _pkCmp); +#endif + } +} diff --git a/src/Game.Client/Assets/Programs/Runtime/Shared/Scriptable/Database/Generated/HorrorEnemyMasterTable.g.cs.meta b/src/Game.Client/Assets/Programs/Runtime/Shared/Scriptable/Database/Generated/HorrorEnemyMasterTable.g.cs.meta new file mode 100644 index 000000000..9fafb3f08 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/Shared/Scriptable/Database/Generated/HorrorEnemyMasterTable.g.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: f460d7ccb2cefb94ab8b801da9045947 \ No newline at end of file diff --git a/src/Game.Client/Assets/Programs/Runtime/Shared/Scriptable/Database/Generated/HorrorWeaponMasterTable.g.cs b/src/Game.Client/Assets/Programs/Runtime/Shared/Scriptable/Database/Generated/HorrorWeaponMasterTable.g.cs new file mode 100644 index 000000000..f96df3036 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/Shared/Scriptable/Database/Generated/HorrorWeaponMasterTable.g.cs @@ -0,0 +1,46 @@ +// +using System; +using System.Collections.Generic; +using UnityEngine; +using Game.Shared.Scriptable.Database; + +namespace Game.Shared.Scriptable.Database.Tables +{ + [CreateAssetMenu(menuName = "Scriptable Database/Table/HorrorWeaponMasterTable")] + public sealed partial class HorrorWeaponMasterTable : ScriptableTable + { + // PrimaryKey: Id + private static readonly System.Func _pkSel = r => r.Id; + private static readonly IComparer _pkCmp = Comparer.Default; + + public HorrorWeaponMaster FindById(int key) + { + return FindUnique(records, key, _pkSel, _pkCmp); + } + + public bool TryFindById(int key, out HorrorWeaponMaster record) + { + return TryFindUnique(records, key, _pkSel, _pkCmp, out record); + } + + public HorrorWeaponMaster FindClosestById(int key, bool lower = true) + { + return FindClosest(records, key, _pkSel, _pkCmp, lower); + } + + public ScriptableTableRecords FindRangeById(int min, int max, bool asc = true) + { + return FindRange(records, min, max, _pkSel, _pkCmp, asc); + } + +#if UNITY_EDITOR + [ContextMenu("Sort & Validate")] + public override void EditorSortAndValidate() + { + SortAndValidate(_pkSel, _pkCmp); + } + + public override bool EditorIsSorted() => IsSortedByKey(_pkSel, _pkCmp); +#endif + } +} diff --git a/src/Game.Client/Assets/Programs/Runtime/Shared/Scriptable/Database/Generated/HorrorWeaponMasterTable.g.cs.meta b/src/Game.Client/Assets/Programs/Runtime/Shared/Scriptable/Database/Generated/HorrorWeaponMasterTable.g.cs.meta new file mode 100644 index 000000000..d88615dc1 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/Shared/Scriptable/Database/Generated/HorrorWeaponMasterTable.g.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 5c53837a533283642aab90da458213ee \ No newline at end of file diff --git a/src/Game.Client/Assets/Programs/Runtime/Shared/Scriptable/Database/Generated/ScriptableDatabase.g.cs b/src/Game.Client/Assets/Programs/Runtime/Shared/Scriptable/Database/Generated/ScriptableDatabase.g.cs index 31acff0db..293c82f80 100644 --- a/src/Game.Client/Assets/Programs/Runtime/Shared/Scriptable/Database/Generated/ScriptableDatabase.g.cs +++ b/src/Game.Client/Assets/Programs/Runtime/Shared/Scriptable/Database/Generated/ScriptableDatabase.g.cs @@ -7,13 +7,16 @@ namespace Game.Shared.Scriptable.Database [CreateAssetMenu(menuName = "Scriptable Database/Database")] public sealed partial class ScriptableDatabase : ScriptableObject { + [SerializeField] private global::Game.Shared.Scriptable.Database.Tables.HorrorEnemyMasterTable horrorEnemyMasterTable; + public global::Game.Shared.Scriptable.Database.Tables.HorrorEnemyMasterTable HorrorEnemyMasterTable => horrorEnemyMasterTable; + [SerializeField] private global::Game.Shared.Scriptable.Database.Tables.HorrorInteractionMasterTable horrorInteractionMasterTable; public global::Game.Shared.Scriptable.Database.Tables.HorrorInteractionMasterTable HorrorInteractionMasterTable => horrorInteractionMasterTable; [SerializeField] private global::Game.Shared.Scriptable.Database.Tables.HorrorItemMasterTable horrorItemMasterTable; public global::Game.Shared.Scriptable.Database.Tables.HorrorItemMasterTable HorrorItemMasterTable => horrorItemMasterTable; - [SerializeField] private global::Game.Shared.Scriptable.Database.Tables.WeaponLevelMasterTable weaponLevelMasterTable; - public global::Game.Shared.Scriptable.Database.Tables.WeaponLevelMasterTable WeaponLevelMasterTable => weaponLevelMasterTable; + [SerializeField] private global::Game.Shared.Scriptable.Database.Tables.HorrorWeaponMasterTable horrorWeaponMasterTable; + public global::Game.Shared.Scriptable.Database.Tables.HorrorWeaponMasterTable HorrorWeaponMasterTable => horrorWeaponMasterTable; } } diff --git a/src/Game.Client/Assets/Programs/Runtime/Shared/Scriptable/Database/Generated/WeaponLevelMasterTable.g.cs b/src/Game.Client/Assets/Programs/Runtime/Shared/Scriptable/Database/Generated/WeaponLevelMasterTable.g.cs deleted file mode 100644 index 854168e9d..000000000 --- a/src/Game.Client/Assets/Programs/Runtime/Shared/Scriptable/Database/Generated/WeaponLevelMasterTable.g.cs +++ /dev/null @@ -1,85 +0,0 @@ -// -using System; -using System.Collections.Generic; -using UnityEngine; -using Game.Shared.Scriptable.Database; - -namespace Game.Shared.Scriptable.Database.Tables -{ - [CreateAssetMenu(menuName = "Scriptable Database/Table/WeaponLevelMasterTable")] - public sealed partial class WeaponLevelMasterTable : ScriptableTable - { - // PrimaryKey: Id - private static readonly System.Func _pkSel = r => r.Id; - private static readonly IComparer _pkCmp = Comparer.Default; - - public WeaponLevelMaster FindById(int key) - { - return FindUnique(records, key, _pkSel, _pkCmp); - } - - public bool TryFindById(int key, out WeaponLevelMaster record) - { - return TryFindUnique(records, key, _pkSel, _pkCmp, out record); - } - - public WeaponLevelMaster FindClosestById(int key, bool lower = true) - { - return FindClosest(records, key, _pkSel, _pkCmp, lower); - } - - public ScriptableTableRecords FindRangeById(int min, int max, bool asc = true) - { - return FindRange(records, min, max, _pkSel, _pkCmp, asc); - } - - // SecondaryKey index 0: WeaponId - private static readonly System.Func _sel0 = r => r.WeaponId; - private static readonly IComparer _cmp0 = Comparer.Default; - private WeaponLevelMaster[] _idx0; - private WeaponLevelMaster[] Idx0 => _idx0 ??= BuildSortedIndex(records, _sel0, _cmp0); - - public ScriptableTableRecords FindByWeaponId(int key) - { - return FindMany(Idx0, _sel0, _cmp0, key); - } - - public ScriptableTableRecords FindRangeByWeaponId(int min, int max, bool asc = true) - { - return FindRange(Idx0, min, max, _sel0, _cmp0, asc); - } - - public ScriptableTableRecords FindClosestByWeaponId(int key, bool lower = true) - { - return FindManyClosest(Idx0, key, _sel0, _cmp0, lower); - } - - // SecondaryKey index 1: WeaponId, Level - private static readonly System.Func _sel1 = r => (r.WeaponId, r.Level); - private static readonly IComparer<(int, int)> _cmp1 = Comparer<(int, int)>.Default; - private WeaponLevelMaster[] _idx1; - private WeaponLevelMaster[] Idx1 => _idx1 ??= BuildSortedIndex(records, _sel1, _cmp1); - - public WeaponLevelMaster FindByWeaponIdAndLevel((int, int) key) - { - return FindUnique(Idx1, key, _sel1, _cmp1); - } - - public bool TryFindByWeaponIdAndLevel((int, int) key, out WeaponLevelMaster record) - { - return TryFindUnique(Idx1, key, _sel1, _cmp1, out record); - } - -#if UNITY_EDITOR - [ContextMenu("Sort & Validate")] - public override void EditorSortAndValidate() - { - SortAndValidate(_pkSel, _pkCmp); - _idx0 = null; - _idx1 = null; - } - - public override bool EditorIsSorted() => IsSortedByKey(_pkSel, _pkCmp); -#endif - } -} diff --git a/src/Game.Client/Assets/Programs/Runtime/Shared/Scriptable/Database/Generated/WeaponLevelMasterTable.g.cs.meta b/src/Game.Client/Assets/Programs/Runtime/Shared/Scriptable/Database/Generated/WeaponLevelMasterTable.g.cs.meta deleted file mode 100644 index 4f28e4259..000000000 --- a/src/Game.Client/Assets/Programs/Runtime/Shared/Scriptable/Database/Generated/WeaponLevelMasterTable.g.cs.meta +++ /dev/null @@ -1,2 +0,0 @@ -fileFormatVersion: 2 -guid: d5228feb3f37e5941a71b81755654ae9 \ No newline at end of file diff --git a/src/Game.Client/Assets/Programs/Runtime/Shared/Scriptable/Database/Tables/HorrorEnemyMaster.cs b/src/Game.Client/Assets/Programs/Runtime/Shared/Scriptable/Database/Tables/HorrorEnemyMaster.cs new file mode 100644 index 000000000..cbe9fbf3b --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/Shared/Scriptable/Database/Tables/HorrorEnemyMaster.cs @@ -0,0 +1,170 @@ +using System; +using UnityEngine; + +namespace Game.Shared.Scriptable.Database.Tables +{ + /// + /// ホラーゲームのゾンビ型敵 AI の調整値マスターデータ + /// + [Serializable] + [ScriptableTable(Name = "Scriptable Database/Table/HorrorEnemyMasterTable")] + public partial class HorrorEnemyMaster + { + #region SerializeField + + [SerializeField] private int _id; // 識別ID + [SerializeField] private string _name; // 識別名 + + [SerializeField] private float _walkSpeed; // 徘徊速度 + [SerializeField] private float _chaseSpeed; // 追尾速度 + + [SerializeField] private float _sightRange; // 視程 + [SerializeField] private float _sightHalfAngle; // 視野半角(度) + [SerializeField] private float _eyeHeight; // 目の高さ + + [SerializeField] private float _hearingRadius; // 聴覚基準半径 + [SerializeField] private float _hearingSensitivity; // 聴覚感度倍率 + + [SerializeField] private float _awarenessFillRate; // 警戒度充填レート(/秒) + [SerializeField] private float _awarenessDecayRate; // 警戒度減衰レート(/秒) + [SerializeField] private float _suspiciousThreshold; // 警戒状態への閾値(0〜1) + [SerializeField] private float _alertThreshold; // 発見状態への閾値(0〜1) + + [SerializeField] private float _attackRange; // 攻撃間合い + [SerializeField] private int _attackDamage; // 攻撃力 + [SerializeField] private float _attackCooldown; // 攻撃間隔(秒) + + [SerializeField] private float _investigateGiveUpTime; // 捜索を諦めるまでの秒数 + [SerializeField] private float _repathInterval; // 目的地再計算間隔(秒) + + [SerializeField] private int _maxHealth; // 最大体力 + [SerializeField] private float _staggerDuration; // のけぞり持続時間(秒) + + #endregion + + #region Database + + [PrimaryKey] + public int Id + { + get => _id; + set => _id = value; + } + + public string Name + { + get => _name; + set => _name = value; + } + + public float WalkSpeed + { + get => _walkSpeed; + set => _walkSpeed = value; + } + + public float ChaseSpeed + { + get => _chaseSpeed; + set => _chaseSpeed = value; + } + + public float SightRange + { + get => _sightRange; + set => _sightRange = value; + } + + public float SightHalfAngle + { + get => _sightHalfAngle; + set => _sightHalfAngle = value; + } + + public float EyeHeight + { + get => _eyeHeight; + set => _eyeHeight = value; + } + + public float HearingRadius + { + get => _hearingRadius; + set => _hearingRadius = value; + } + + public float HearingSensitivity + { + get => _hearingSensitivity; + set => _hearingSensitivity = value; + } + + public float AwarenessFillRate + { + get => _awarenessFillRate; + set => _awarenessFillRate = value; + } + + public float AwarenessDecayRate + { + get => _awarenessDecayRate; + set => _awarenessDecayRate = value; + } + + public float SuspiciousThreshold + { + get => _suspiciousThreshold; + set => _suspiciousThreshold = value; + } + + public float AlertThreshold + { + get => _alertThreshold; + set => _alertThreshold = value; + } + + public float AttackRange + { + get => _attackRange; + set => _attackRange = value; + } + + public int AttackDamage + { + get => _attackDamage; + set => _attackDamage = value; + } + + public float AttackCooldown + { + get => _attackCooldown; + set => _attackCooldown = value; + } + + public float InvestigateGiveUpTime + { + get => _investigateGiveUpTime; + set => _investigateGiveUpTime = value; + } + + public float RepathInterval + { + get => _repathInterval; + set => _repathInterval = value; + } + + public int MaxHealth + { + get => _maxHealth; + set => _maxHealth = value; + } + + public float StaggerDuration + { + get => _staggerDuration; + set => _staggerDuration = value; + } + + #endregion + } +} diff --git a/src/Game.Client/Assets/Programs/Runtime/Shared/Scriptable/Database/Tables/HorrorEnemyMaster.cs.meta b/src/Game.Client/Assets/Programs/Runtime/Shared/Scriptable/Database/Tables/HorrorEnemyMaster.cs.meta new file mode 100644 index 000000000..849dff0da --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/Shared/Scriptable/Database/Tables/HorrorEnemyMaster.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: ca32d2c2ced7d8c40b903f9471413c00 \ No newline at end of file diff --git a/src/Game.Client/Assets/Programs/Runtime/Shared/Scriptable/Database/Tables/HorrorInteractionMaster.cs b/src/Game.Client/Assets/Programs/Runtime/Shared/Scriptable/Database/Tables/HorrorInteractionMaster.cs index b66013057..0175118f6 100644 --- a/src/Game.Client/Assets/Programs/Runtime/Shared/Scriptable/Database/Tables/HorrorInteractionMaster.cs +++ b/src/Game.Client/Assets/Programs/Runtime/Shared/Scriptable/Database/Tables/HorrorInteractionMaster.cs @@ -28,8 +28,8 @@ public partial class HorrorInteractionMaster [SerializeField] private int _requiredItemId; - [SerializeField] private int _grantItemId; - [SerializeField] private int _grantQuantity; + [SerializeField] private int _acquiredId; + [SerializeField] private int _acquiredCount; [SerializeField] private bool _checkpointSave; @@ -90,17 +90,17 @@ public int RequiredItemId } /// 効果として付与するアイテム Id。0 はなし。 - public int GrantItemId + public int AcquiredId { - get => _grantItemId; - set => _grantItemId = value; + get => _acquiredId; + set => _acquiredId = value; } /// 付与数量。 - public int GrantQuantity + public int AcquiredCount { - get => _grantQuantity; - set => _grantQuantity = value; + get => _acquiredCount; + set => _acquiredCount = value; } public bool CheckpointSave diff --git a/src/Game.Client/Assets/Programs/Runtime/Shared/Scriptable/Database/Tables/HorrorItemMaster.cs b/src/Game.Client/Assets/Programs/Runtime/Shared/Scriptable/Database/Tables/HorrorItemMaster.cs index 964ebace6..c3f596d7e 100644 --- a/src/Game.Client/Assets/Programs/Runtime/Shared/Scriptable/Database/Tables/HorrorItemMaster.cs +++ b/src/Game.Client/Assets/Programs/Runtime/Shared/Scriptable/Database/Tables/HorrorItemMaster.cs @@ -3,10 +3,6 @@ namespace Game.Shared.Scriptable.Database.Tables { - /// - /// テーブルシステムの動作確認用サンプル。主キー+単一二次キー+複合二次キーを持つ。 - /// (Unity が List 要素としてシリアライズできるよう [Serializable]) - /// [Serializable] [ScriptableTable(Name = "Scriptable Database/Table/HorrorItemMasterTable")] public partial class HorrorItemMaster @@ -16,8 +12,8 @@ public partial class HorrorItemMaster [SerializeField] private int _id; [SerializeField] private string _name; [SerializeField] private string _description; - [SerializeField] private int _maxQuantity; [SerializeField] private string _iconAssetName; + [SerializeField] private int _maxCount; #endregion @@ -42,18 +38,18 @@ public string Description set => _description = value; } - public int MaxQuantity - { - get => _maxQuantity; - set => _maxQuantity = value; - } - public string IconAssetName { get => _iconAssetName; set => _iconAssetName = value; } + public int MaxCount + { + get => _maxCount; + set => _maxCount = value; + } + #endregion } } diff --git a/src/Game.Client/Assets/Programs/Runtime/Shared/Scriptable/Database/Tables/HorrorWeaponMaster.cs b/src/Game.Client/Assets/Programs/Runtime/Shared/Scriptable/Database/Tables/HorrorWeaponMaster.cs new file mode 100644 index 000000000..c7ac1724e --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/Shared/Scriptable/Database/Tables/HorrorWeaponMaster.cs @@ -0,0 +1,122 @@ +using System; +using UnityEngine; + +namespace Game.Shared.Scriptable.Database.Tables +{ + /// + /// ホラーゲームのプレイヤー武器(ハンドガン等)の調整値マスターデータ + /// + [Serializable] + [ScriptableTable(Name = "Scriptable Database/Table/HorrorWeaponMasterTable")] + public partial class HorrorWeaponMaster + { + #region SerializeField + + [SerializeField] private int _id; + [SerializeField] private string _name; + [SerializeField] private string _description; + [SerializeField] private string _iconAssetName; + [SerializeField] private string _modelAssetName; + [SerializeField] private int _maxCount; + + [SerializeField] private int _damage; // 着弾ダメージ(IDamageable.TakeDamage へ渡す) + [SerializeField] private float _range; // 射程(Raycast 最大距離, m) + [SerializeField] private float _fireInterval; // 発砲後の硬直(AttackingState 滞在秒) + [SerializeField] private float _noiseLoudness; // 銃声の大きさ(NoiseEvent.Loudness) + [SerializeField] private float _equipDuration; // 装備切替の硬直(EquippingState 滞在秒) + [SerializeField] private float _aimZoomRatio; // エイム時 FOV 倍率(1=ズーム無し、小さいほどズーム) + [SerializeField] private float _aimDamageMultiplier; // エイム射撃のダメージ倍率 + [SerializeField] private float _spreadAngle; // 非エイム射撃のランダム拡散角(度) + + #endregion + + #region Database + + [PrimaryKey] + public int Id + { + get => _id; + set => _id = value; + } + + public string Name + { + get => _name; + set => _name = value; + } + + public string Description + { + get => _description; + set => _description = value; + } + + public string IconAssetName + { + get => _iconAssetName; + set => _iconAssetName = value; + } + + public string ModelAssetName + { + get => _modelAssetName; + set => _modelAssetName = value; + } + + public int MaxCount + { + get => _maxCount; + set => _maxCount = value; + } + + public int Damage + { + get => _damage; + set => _damage = value; + } + + public float Range + { + get => _range; + set => _range = value; + } + + public float FireInterval + { + get => _fireInterval; + set => _fireInterval = value; + } + + public float NoiseLoudness + { + get => _noiseLoudness; + set => _noiseLoudness = value; + } + + public float EquipDuration + { + get => _equipDuration; + set => _equipDuration = value; + } + + public float AimZoomRatio + { + get => _aimZoomRatio; + set => _aimZoomRatio = value; + } + + public float AimDamageMultiplier + { + get => _aimDamageMultiplier; + set => _aimDamageMultiplier = value; + } + + public float SpreadAngle + { + get => _spreadAngle; + set => _spreadAngle = value; + } + + #endregion + } +} diff --git a/src/Game.Client/Assets/Programs/Runtime/Shared/Scriptable/Database/Tables/HorrorWeaponMaster.cs.meta b/src/Game.Client/Assets/Programs/Runtime/Shared/Scriptable/Database/Tables/HorrorWeaponMaster.cs.meta new file mode 100644 index 000000000..706620906 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/Shared/Scriptable/Database/Tables/HorrorWeaponMaster.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 414713c4f2ff2104fa412190efd9d394 \ No newline at end of file diff --git a/src/Game.Client/Assets/Programs/Runtime/Shared/Scriptable/Database/Tables/Partials.meta b/src/Game.Client/Assets/Programs/Runtime/Shared/Scriptable/Database/Tables/Partials.meta new file mode 100644 index 000000000..f9d53159b --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/Shared/Scriptable/Database/Tables/Partials.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 82a88417d5264b10a58ac3454e4c453d +timeCreated: 1782991334 \ No newline at end of file diff --git a/src/Game.Client/Assets/Programs/Runtime/Shared/Scriptable/Database/Tables/Partials/HorrorItemMaster.Partial.cs b/src/Game.Client/Assets/Programs/Runtime/Shared/Scriptable/Database/Tables/Partials/HorrorItemMaster.Partial.cs new file mode 100644 index 000000000..c18b704a8 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/Shared/Scriptable/Database/Tables/Partials/HorrorItemMaster.Partial.cs @@ -0,0 +1,10 @@ +using Game.Shared.Enums; +using Game.Shared.Interfaces; + +namespace Game.Shared.Scriptable.Database.Tables +{ + public partial class HorrorItemMaster : IHorrorInventorySlotInfo + { + public InventorySlotType SlotType => InventorySlotType.Item; + } +} diff --git a/src/Game.Client/Assets/Programs/Runtime/Shared/Scriptable/Database/Tables/Partials/HorrorItemMaster.Partial.cs.meta b/src/Game.Client/Assets/Programs/Runtime/Shared/Scriptable/Database/Tables/Partials/HorrorItemMaster.Partial.cs.meta new file mode 100644 index 000000000..d32f5fdba --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/Shared/Scriptable/Database/Tables/Partials/HorrorItemMaster.Partial.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: c8d831bbc53e45fbafeba57a260f62bc +timeCreated: 1782991353 \ No newline at end of file diff --git a/src/Game.Client/Assets/Programs/Runtime/Shared/Scriptable/Database/Tables/Partials/HorrorWeaponMaster.Partial.cs b/src/Game.Client/Assets/Programs/Runtime/Shared/Scriptable/Database/Tables/Partials/HorrorWeaponMaster.Partial.cs new file mode 100644 index 000000000..a233331bc --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/Shared/Scriptable/Database/Tables/Partials/HorrorWeaponMaster.Partial.cs @@ -0,0 +1,10 @@ +using Game.Shared.Enums; +using Game.Shared.Interfaces; + +namespace Game.Shared.Scriptable.Database.Tables +{ + public partial class HorrorWeaponMaster : IHorrorInventorySlotInfo + { + public InventorySlotType SlotType => InventorySlotType.Weapon; + } +} diff --git a/src/Game.Client/Assets/Programs/Runtime/Shared/Scriptable/Database/Tables/Partials/HorrorWeaponMaster.Partial.cs.meta b/src/Game.Client/Assets/Programs/Runtime/Shared/Scriptable/Database/Tables/Partials/HorrorWeaponMaster.Partial.cs.meta new file mode 100644 index 000000000..2c4c6fbb1 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/Shared/Scriptable/Database/Tables/Partials/HorrorWeaponMaster.Partial.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 83db4a779f974baf9351ee773fba717e +timeCreated: 1782995845 \ No newline at end of file diff --git a/src/Game.Client/Assets/Programs/Runtime/Shared/Scriptable/Database/Tables/WeaponLevelMaster.cs b/src/Game.Client/Assets/Programs/Runtime/Shared/Scriptable/Database/Tables/WeaponLevelMaster.cs deleted file mode 100644 index 3c26989d6..000000000 --- a/src/Game.Client/Assets/Programs/Runtime/Shared/Scriptable/Database/Tables/WeaponLevelMaster.cs +++ /dev/null @@ -1,55 +0,0 @@ -using System; -using UnityEngine; - -namespace Game.Shared.Scriptable.Database.Tables -{ - /// - /// テーブルシステムの動作確認用サンプル。主キー+単一二次キー+複合二次キーを持つ。 - /// (Unity が List 要素としてシリアライズできるよう [Serializable]) - /// - [Serializable] - [ScriptableTable(Name = "Scriptable Database/Table/WeaponLevelMasterTable")] - public partial class WeaponLevelMaster - { - #region SerializeField - - [SerializeField] private int _id; - [SerializeField] private int _weaponId; - [SerializeField] private int _level; - [SerializeField] private string _assetName; - - #endregion - - #region Database - - [PrimaryKey] - public int Id - { - get => _id; - set => _id = value; - } - - [SecondaryKey(0, nonUnique: true)] // WeaponId 単独: 非ユニーク - [SecondaryKey(1, keyOrder: 0)] // 複合 index1: ユニーク - public int WeaponId - { - get => _weaponId; - set => _weaponId = value; - } - - [SecondaryKey(1, keyOrder: 1)] - public int Level - { - get => _level; - set => _level = value; - } - - public string AssetName - { - get => _assetName; - set => _assetName = value; - } - - 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(https://github.com/googlefonts/ibarrareal) + +This Font Software is licensed under the SIL Open Font License, Version 1.1. +This license is copied below, and is also available with a FAQ at: +http://scripts.sil.org/OFL + + +----------------------------------------------------------- +SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007 +----------------------------------------------------------- + +PREAMBLE +The goals of the Open Font License (OFL) are to stimulate worldwide +development of collaborative font projects, to support the font creation +efforts of academic and linguistic communities, and to provide a free and +open framework in which fonts may be shared and improved in partnership +with others. + +The OFL allows the licensed fonts to be used, studied, modified and +redistributed freely as long as they are not sold by themselves. The +fonts, including any derivative works, can be bundled, embedded, +redistributed and/or sold with any software provided that any reserved +names are not used by derivative works. The fonts and derivatives, +however, cannot be released under any other type of license. The +requirement for fonts to remain under this license does not apply +to any document created using the fonts or their derivatives. + +DEFINITIONS +"Font Software" refers to the set of files released by the Copyright +Holder(s) under this license and clearly marked as such. This may +include source files, build scripts and documentation. + +"Reserved Font Name" refers to any names specified as such after the +copyright statement(s). + +"Original Version" refers to the collection of Font Software components as +distributed by the Copyright Holder(s). + +"Modified Version" refers to any derivative made by adding to, deleting, +or substituting -- in part or in whole -- any of the components of the +Original Version, by changing formats or by porting the Font Software to a +new environment. + +"Author" refers to any designer, engineer, programmer, technical +writer or other person who contributed to the Font Software. + +PERMISSION & CONDITIONS +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Font Software, to use, study, copy, merge, embed, modify, +redistribute, and sell modified and unmodified copies of the Font +Software, subject to the following conditions: + +1) Neither the Font Software nor any of its individual components, +in Original or Modified Versions, may be sold by itself. + +2) Original or Modified Versions of the Font Software may be bundled, +redistributed and/or sold with any software, provided that each copy +contains the above copyright notice and this license. These can be +included either as stand-alone text files, human-readable headers or +in the appropriate machine-readable metadata fields within text or +binary files as long as those fields can be easily viewed by the user. + +3) No Modified Version of the Font Software may use the Reserved Font +Name(s) unless explicit written permission is granted by the corresponding +Copyright Holder. This restriction only applies to the primary font name as +presented to the users. + +4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font +Software shall not be used to promote, endorse or advertise any +Modified Version, except to acknowledge the contribution(s) of the +Copyright Holder(s) and the Author(s) or with their explicit written +permission. + +5) The Font Software, modified or unmodified, in part or in whole, +must be distributed entirely under this license, and must not be +distributed under any other license. 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+----------------------------------------------------------- + +PREAMBLE +The goals of the Open Font License (OFL) are to stimulate worldwide +development of collaborative font projects, to support the font creation +efforts of academic and linguistic communities, and to provide a free and +open framework in which fonts may be shared and improved in partnership +with others. + +The OFL allows the licensed fonts to be used, studied, modified and +redistributed freely as long as they are not sold by themselves. The +fonts, including any derivative works, can be bundled, embedded, +redistributed and/or sold with any software provided that any reserved +names are not used by derivative works. The fonts and derivatives, +however, cannot be released under any other type of license. The +requirement for fonts to remain under this license does not apply +to any document created using the fonts or their derivatives. + +DEFINITIONS +"Font Software" refers to the set of files released by the Copyright +Holder(s) under this license and clearly marked as such. This may +include source files, build scripts and documentation. + +"Reserved Font Name" refers to any names specified as such after the +copyright statement(s). + +"Original Version" refers to the collection of Font Software components as +distributed by the Copyright Holder(s). + +"Modified Version" refers to any derivative made by adding to, deleting, +or substituting -- in part or in whole -- any of the components of the +Original Version, by changing formats or by porting the Font Software to a +new environment. + +"Author" refers to any designer, engineer, programmer, technical +writer or other person who contributed to the Font Software. + +PERMISSION & CONDITIONS +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Font Software, to use, study, copy, merge, embed, modify, +redistribute, and sell modified and unmodified copies of the Font +Software, subject to the following conditions: + +1) Neither the Font Software nor any of its individual components, +in Original or Modified Versions, may be sold by itself. + +2) Original or Modified Versions of the Font Software may be bundled, +redistributed and/or sold with any software, provided that each copy +contains the above copyright notice and this license. These can be +included either as stand-alone text files, human-readable headers or +in the appropriate machine-readable metadata fields within text or +binary files as long as those fields can be easily viewed by the user. + +3) No Modified Version of the Font Software may use the Reserved Font +Name(s) unless explicit written permission is granted by the corresponding +Copyright Holder. This restriction only applies to the primary font name as +presented to the users. + +4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font +Software shall not be used to promote, endorse or advertise any +Modified Version, except to acknowledge the contribution(s) of the +Copyright Holder(s) and the Author(s) or with their explicit written +permission. + +5) The Font Software, modified or unmodified, in part or in whole, +must be distributed entirely under this license, and must not be +distributed under any other license. The requirement for fonts to +remain under this license does not apply to any document created +using the Font Software. + +TERMINATION +This license becomes null and void if any of the above conditions are +not met. + +DISCLAIMER +THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, +EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF +MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT +OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE +COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, +INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL +DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING +FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM +OTHER DEALINGS IN THE FONT SOFTWARE. diff --git a/src/Game.Client/Assets/StoreAssets/Modern GDR - Free icons pack/01_Demo/Font/Jost_OFL.txt.meta b/src/Game.Client/Assets/StoreAssets/Modern GDR - Free icons pack/01_Demo/Font/Jost_OFL.txt.meta new file mode 100644 index 000000000..b500264cd --- /dev/null +++ b/src/Game.Client/Assets/StoreAssets/Modern GDR - Free icons pack/01_Demo/Font/Jost_OFL.txt.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: 4e17c9e4260874840a61b9c80d1db3b1 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 264706 + packageName: Modern GDR - Free icons pack + 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--git a/src/Game.Client/Assets/StoreAssets/Navidtbt/Game Weapon Icon Pack/Single Icons/PNG/Bullet/White/512.meta b/src/Game.Client/Assets/StoreAssets/Navidtbt/Game Weapon Icon Pack/Single Icons/PNG/Bullet/White/512.meta new file mode 100644 index 000000000..7df6b9f4c --- /dev/null +++ b/src/Game.Client/Assets/StoreAssets/Navidtbt/Game Weapon Icon Pack/Single Icons/PNG/Bullet/White/512.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 0c2fc80f6bfc3244bbba8e7dfc47cfd0 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git "a/src/Game.Client/Assets/StoreAssets/Navidtbt/Game Weapon Icon Pack/Single Icons/PNG/Bullet/White/512/Name=308 caliber, Size=512, Rotation=0\302\260.png" "b/src/Game.Client/Assets/StoreAssets/Navidtbt/Game Weapon Icon Pack/Single Icons/PNG/Bullet/White/512/Name=308 caliber, Size=512, Rotation=0\302\260.png" new file mode 100644 index 000000000..bb949733b Binary files /dev/null and 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Size=128, Rotation=30\xB0.png" + uploadId: 674624 diff --git "a/src/Game.Client/Assets/StoreAssets/Navidtbt/Game Weapon Icon Pack/Single Icons/PNG/Grenade/White/128/Name=mk-2, Size=128, Rotation=0\302\260.png" "b/src/Game.Client/Assets/StoreAssets/Navidtbt/Game Weapon Icon Pack/Single Icons/PNG/Grenade/White/128/Name=mk-2, Size=128, Rotation=0\302\260.png" new file mode 100644 index 000000000..46697fc65 Binary files /dev/null and "b/src/Game.Client/Assets/StoreAssets/Navidtbt/Game Weapon Icon Pack/Single Icons/PNG/Grenade/White/128/Name=mk-2, Size=128, Rotation=0\302\260.png" differ diff --git "a/src/Game.Client/Assets/StoreAssets/Navidtbt/Game Weapon Icon Pack/Single Icons/PNG/Grenade/White/128/Name=mk-2, Size=128, Rotation=0\302\260.png.meta" "b/src/Game.Client/Assets/StoreAssets/Navidtbt/Game Weapon Icon Pack/Single Icons/PNG/Grenade/White/128/Name=mk-2, Size=128, Rotation=0\302\260.png.meta" new file mode 100644 index 000000000..21a3b54de --- /dev/null +++ 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a/src/Game.Client/Assets/StoreAssets/Navidtbt/Game Weapon Icon Pack/Single Icons/PNG/HandGun/Gray.meta b/src/Game.Client/Assets/StoreAssets/Navidtbt/Game Weapon Icon Pack/Single Icons/PNG/HandGun/Gray.meta new file mode 100644 index 000000000..3c4d16244 --- /dev/null +++ b/src/Game.Client/Assets/StoreAssets/Navidtbt/Game Weapon Icon Pack/Single Icons/PNG/HandGun/Gray.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 07fb15a296491db46aee59b64dccadb1 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/src/Game.Client/Assets/StoreAssets/Navidtbt/Game Weapon Icon Pack/Single Icons/PNG/HandGun/Gray/128.meta b/src/Game.Client/Assets/StoreAssets/Navidtbt/Game Weapon Icon Pack/Single Icons/PNG/HandGun/Gray/128.meta new file mode 100644 index 000000000..1c81b7eca --- /dev/null +++ b/src/Game.Client/Assets/StoreAssets/Navidtbt/Game Weapon Icon Pack/Single Icons/PNG/HandGun/Gray/128.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 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--git "a/src/Game.Client/Assets/StoreAssets/Navidtbt/Game Weapon Icon Pack/Single Icons/PNG/HandGun/Green/512/Name=Knife, Size=512_160, Rotation=0\302\260.png" "b/src/Game.Client/Assets/StoreAssets/Navidtbt/Game Weapon Icon Pack/Single Icons/PNG/HandGun/Green/512/Name=Knife, Size=512_160, Rotation=0\302\260.png" new file mode 100644 index 000000000..3e5a05450 Binary files /dev/null and "b/src/Game.Client/Assets/StoreAssets/Navidtbt/Game Weapon Icon Pack/Single Icons/PNG/HandGun/Green/512/Name=Knife, Size=512_160, Rotation=0\302\260.png" differ diff --git "a/src/Game.Client/Assets/StoreAssets/Navidtbt/Game Weapon Icon Pack/Single Icons/PNG/HandGun/Green/512/Name=Knife, Size=512_160, Rotation=0\302\260.png.meta" "b/src/Game.Client/Assets/StoreAssets/Navidtbt/Game Weapon Icon Pack/Single Icons/PNG/HandGun/Green/512/Name=Knife, Size=512_160, Rotation=0\302\260.png.meta" new file mode 100644 index 000000000..c856984a0 --- /dev/null +++ "b/src/Game.Client/Assets/StoreAssets/Navidtbt/Game 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--git "a/src/Game.Client/Assets/StoreAssets/Navidtbt/Game Weapon Icon Pack/Single Icons/PNG/Sniper/Black/128/Name=Hunter, Size=128, Rotation=30\302\260.png" "b/src/Game.Client/Assets/StoreAssets/Navidtbt/Game Weapon Icon Pack/Single Icons/PNG/Sniper/Black/128/Name=Hunter, Size=128, Rotation=30\302\260.png" new file mode 100644 index 000000000..d1eb4432d Binary files /dev/null and "b/src/Game.Client/Assets/StoreAssets/Navidtbt/Game Weapon Icon Pack/Single Icons/PNG/Sniper/Black/128/Name=Hunter, Size=128, Rotation=30\302\260.png" differ diff --git "a/src/Game.Client/Assets/StoreAssets/Navidtbt/Game Weapon Icon Pack/Single Icons/PNG/Sniper/Black/128/Name=Hunter, Size=128, Rotation=30\302\260.png.meta" "b/src/Game.Client/Assets/StoreAssets/Navidtbt/Game Weapon Icon Pack/Single Icons/PNG/Sniper/Black/128/Name=Hunter, Size=128, Rotation=30\302\260.png.meta" new file mode 100644 index 000000000..1ae56ccf2 --- /dev/null +++ "b/src/Game.Client/Assets/StoreAssets/Navidtbt/Game Weapon Icon 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