ヒット動作修正
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@ -417,7 +417,7 @@ MonoBehaviour:
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@ -1826,7 +1901,7 @@ MonoBehaviour:
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@ -2176,7 +2251,7 @@ MonoBehaviour:
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@ -3111,42 +3186,6 @@ MonoBehaviour:
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@ -8,7 +8,7 @@ namespace MyGame.Scenes.MiniGame.Scripts
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public class Player : MonoBehaviour
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public class Player : MonoBehaviour
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{
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{
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[SerializeField] private float speed = 5f;
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[SerializeField] private float speed = 5f;
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[SerializeField] private float fallTime = 1f;
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[SerializeField] private float hitJumpTime = 1f;
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[SerializeField] private float hitTime = 1.5f;
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[SerializeField] private float hitTime = 1.5f;
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[SerializeField] private float hitWaitTime = 1f;
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[SerializeField] private float hitWaitTime = 1f;
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[SerializeField] private AnimationCurve jumpAnimationCurve;
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[SerializeField] private AnimationCurve jumpAnimationCurve;
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@ -164,43 +164,58 @@ namespace MyGame.Scenes.MiniGame.Scripts
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}
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}
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Instantiate(hitEffectPrefab, hitPos, Quaternion.identity, transform.parent);
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Instantiate(hitEffectPrefab, hitPos, Quaternion.identity, transform.parent);
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SoundManager.Instance.PlaySE("se_minigame_Collide");
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animator?.Play("Brother_pink_FallDown");
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animator?.Play("Brother_pink_FallDown");
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isHit = true;
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isHit = true;
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hitDisposable?.Dispose();
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hitDisposable?.Dispose();
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// ヒット以外動作停止
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this.SafeStopCoroutine(jumpCoroutine);
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this.SafeStopCoroutine(jumpCoroutine);
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this.SafeStopCoroutine(jumpFallCoroutine);
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this.SafeStopCoroutine(jumpFallCoroutine);
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jumpHoldDisposable?.Dispose();
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jumpHoldDisposable?.Dispose();
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var diffHeight = transform.localPosition.y - basePos.y;
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jumpCoroutine = this.CallLerp(diffHeight == 0f ? 0f : fallTime, t =>
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var cachePosY = transform.localPosition.y;
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var diffHeight = cachePosY - basePos.y;
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jumpCoroutine = this.CallLerp(diffHeight == 0f ? 0f : hitJumpTime, t =>
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{
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{
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transform.SetLocalPositionY(basePos.y + hitAnimationCurve.Evaluate(t) * diffHeight);
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transform.SetLocalPositionY(cachePosY + hitAnimationCurve.Evaluate(t));
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}, () =>
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}, () =>
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{
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{
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isJump = false;
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// 落下時間不定によりアニメ再生停止
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isFall = false;
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animator.speed = 0f;
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isFlying = false;
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var currentSpeed = 0f;
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SoundManager.Instance.PlaySE("se_minigame_FallDown");
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this.UpdateAsObservable()
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this.CallLerp(hitTime, t =>
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.TakeWhile(_ => transform.localPosition.y > basePos.y)
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{
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.Subscribe(_ =>
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}, () =>
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{
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isHitStay.Value = true;
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this.CallWaitForSeconds(hitWaitTime, () =>
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{
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{
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isHit = false;
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currentSpeed -= fallAcceleration * Time.deltaTime;
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isHitStay.Value = false;
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transform.AddLocalPositionY(currentSpeed * Time.deltaTime);
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if (isResult)
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}, () =>
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{
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// 31フレームまでが落下32からズサー
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animator?.PlayInFixedTime("Brother_pink_FallDown", 0, .5f);
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animator.speed = 1f;
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transform.SetLocalPositionY(basePos.y);
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isJump = false;
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isFall = false;
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isFlying = false;
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this.CallWaitForSeconds(hitTime, () =>
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{
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{
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Result();
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isHitStay.Value = true;
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}
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this.CallWaitForSeconds(hitWaitTime, () =>
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else
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{
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{
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isHit = false;
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Stay();
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isHitStay.Value = false;
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}
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if (isResult)
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});
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{
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});
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Result();
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}
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else
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{
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Stay();
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}
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});
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});
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}).AddTo(this);
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});
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});
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}
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}
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