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using Game.Horror.SaveData; -using Game.Shared.Enums; +using Game.Horror.Services; using Game.Shared.SaveData; using MemoryPack; using NSubstitute; @@ -97,9 +97,10 @@ public async Task SetMasterVolume_ClampsToMax() { await LoadDefaultData(); - _service.SetMasterVolume(5f); + // 音量範囲は 1〜10。上限超えは 10 にクランプされる + _service.SetMasterVolume(15f); - Assert.That(_service.Data.MasterVolume, Is.EqualTo(1f)); + Assert.That(_service.Data.MasterVolume, Is.EqualTo(10f)); } [Test] @@ -107,9 +108,10 @@ public async Task SetMasterVolume_ClampsToMin() { await LoadDefaultData(); + // 音量範囲は 1〜10。下限割れは 1 にクランプされる _service.SetMasterVolume(-1f); - Assert.That(_service.Data.MasterVolume, Is.EqualTo(0f)); + Assert.That(_service.Data.MasterVolume, Is.EqualTo(1f)); } #endregion 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 new file mode 100644 index 000000000..4ad98ee88 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Editor/Tests/MVC/Horror/HorrorPlayerControllerTests.cs @@ -0,0 +1,37 @@ +using Game.Horror.Player; +using NUnit.Framework; + +namespace Game.Tests.MVC.Horror +{ + [TestFixture] + public class HorrorPlayerControllerTests + { + // Hold 進捗 = elapsed / holdSeconds。開始・中間・到達・超過と、ゼロ除算ガードを検証する。 + + [Test] + public void CalculateHoldProgress_AtStart_IsZero() + => Assert.That(HorrorPlayerController.CalculateHoldProgress(0f, 3f), Is.EqualTo(0f)); + + [Test] + public void CalculateHoldProgress_Midway_IsHalf() + => Assert.That(HorrorPlayerController.CalculateHoldProgress(1.5f, 3f), Is.EqualTo(0.5f).Within(1e-4f)); + + [Test] + public void CalculateHoldProgress_AtThreshold_IsOne() + => Assert.That(HorrorPlayerController.CalculateHoldProgress(3f, 3f), Is.EqualTo(1f).Within(1e-4f)); + + // 到達フレームで僅かに超過しうる生値(表示側で Clamp される前提) + [Test] + public void CalculateHoldProgress_PastThreshold_ExceedsOne() + => Assert.That(HorrorPlayerController.CalculateHoldProgress(4f, 3f), Is.GreaterThan(1f)); + + // holdSeconds=0 はゼロ除算を避けて即時完了(1)とみなす + [Test] + public void CalculateHoldProgress_ZeroHoldSeconds_IsOne() + => Assert.That(HorrorPlayerController.CalculateHoldProgress(0f, 0f), Is.EqualTo(1f)); + + [Test] + public void CalculateHoldProgress_NegativeHoldSeconds_IsOne() + => Assert.That(HorrorPlayerController.CalculateHoldProgress(1f, -2f), Is.EqualTo(1f)); + } +} diff --git a/src/Game.Client/Assets/Programs/Editor/Tests/MVC/Horror/HorrorPlayerControllerTests.cs.meta b/src/Game.Client/Assets/Programs/Editor/Tests/MVC/Horror/HorrorPlayerControllerTests.cs.meta new file mode 100644 index 000000000..0a43707a3 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Editor/Tests/MVC/Horror/HorrorPlayerControllerTests.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 906579059842719478d831878b1dc850 \ No newline at end of file diff --git a/src/Game.Client/Assets/Programs/Editor/Tests/Shared/Interaction.meta b/src/Game.Client/Assets/Programs/Editor/Tests/MVC/Horror/Interaction.meta similarity index 100% rename from src/Game.Client/Assets/Programs/Editor/Tests/Shared/Interaction.meta rename to src/Game.Client/Assets/Programs/Editor/Tests/MVC/Horror/Interaction.meta diff --git a/src/Game.Client/Assets/Programs/Editor/Tests/MVC/Horror/Interaction/InteractionDetectorAimTests.cs b/src/Game.Client/Assets/Programs/Editor/Tests/MVC/Horror/Interaction/InteractionDetectorAimTests.cs new file mode 100644 index 000000000..fc6eb35e7 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Editor/Tests/MVC/Horror/Interaction/InteractionDetectorAimTests.cs @@ -0,0 +1,63 @@ +using NUnit.Framework; +using UnityEngine; +using Game.Horror.Interaction; + +namespace Game.Tests.MVC.Horror.Interaction +{ + /// + /// の純粋ロジック検証。 + /// 特に、画面投影を使わないことで近距離(対象がカメラ平面より後ろに回り込む)でも + /// スコアが反転・破綻しないことを保証する(旧 SphereCast/投影方式の近距離バグ回帰防止)。 + /// + [TestFixture] + public class InteractionDetectorAimTests + { + // レティクル ray が bounds を貫けばスコア 0(直撃が最良) + [Test] + public void AimScore_RayHitsBounds_ReturnsZero() + { + var bounds = new Bounds(Vector3.zero, Vector3.one); + var ray = new Ray(new Vector3(0f, 0f, -5f), Vector3.forward); + + float score = InteractionDetector.CalculateAimScore(bounds, ray, ray.origin, Vector3.forward, out _); + + Assert.AreEqual(0f, score, 1e-4f); + } + + // 真横の対象はレティクルを外し、約 90 度になる + [Test] + public void AimScore_TargetToTheSide_Returns90Degrees() + { + var bounds = new Bounds(new Vector3(5f, 0f, 0f), Vector3.one * 0.2f); + var ray = new Ray(Vector3.zero, Vector3.forward); + + float score = InteractionDetector.CalculateAimScore(bounds, ray, Vector3.zero, Vector3.forward, out _); + + Assert.AreEqual(90f, score, 1e-3f); + } + + // カメラ平面より後ろ(深度 z<0)の対象でも反転せず、最大角(≒180度)になる=近距離回帰しない + [Test] + public void AimScore_TargetBehindCamera_DoesNotInvert() + { + var bounds = new Bounds(new Vector3(0f, 0f, -5f), Vector3.one * 0.2f); + var ray = new Ray(Vector3.zero, Vector3.forward); + + float score = InteractionDetector.CalculateAimScore(bounds, ray, Vector3.zero, Vector3.forward, out _); + + Assert.AreEqual(180f, score, 1e-3f); + } + + // 視界前方でレティクルをわずかに外した対象は小さな角度になる(atan(1/5)≒11.31度) + [Test] + public void AimScore_SlightlyOffCenter_ReturnsSmallAngle() + { + var bounds = new Bounds(new Vector3(1f, 0f, 5f), Vector3.one * 0.2f); + var ray = new Ray(Vector3.zero, Vector3.forward); + + float score = InteractionDetector.CalculateAimScore(bounds, ray, Vector3.zero, Vector3.forward, out _); + + Assert.AreEqual(11.3099f, score, 1e-2f); + } + } +} diff --git a/src/Game.Client/Assets/Programs/Editor/Tests/MVC/Horror/Interaction/InteractionDetectorAimTests.cs.meta b/src/Game.Client/Assets/Programs/Editor/Tests/MVC/Horror/Interaction/InteractionDetectorAimTests.cs.meta new file mode 100644 index 000000000..8e32da0a6 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Editor/Tests/MVC/Horror/Interaction/InteractionDetectorAimTests.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 46283b9b43c892448b3723aba7d77a84 \ No newline at end of file diff --git a/src/Game.Client/Assets/Programs/Editor/Tests/MVC/Horror/Interaction/InteractionPromptViewTests.cs b/src/Game.Client/Assets/Programs/Editor/Tests/MVC/Horror/Interaction/InteractionPromptViewTests.cs new file mode 100644 index 000000000..1fd3e3859 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Editor/Tests/MVC/Horror/Interaction/InteractionPromptViewTests.cs @@ -0,0 +1,96 @@ +using System.Reflection; +using Game.Horror.Interaction; +using NUnit.Framework; +using UnityEngine; +using UnityEngine.UI; + +namespace Game.Tests.MVC.Horror.Interaction +{ + [TestFixture] + public class InteractionPromptViewTests + { + // 深度が2倍ならスケールも2倍(距離比例で見かけサイズが相殺される) + [Test] + public void Scale_IsProportionalToDepth() + { + float near = InteractionPromptView.CalculateUniformLocalScale(2f, 60f, 0.05f, 1f); + float far = InteractionPromptView.CalculateUniformLocalScale(4f, 60f, 0.05f, 1f); + Assert.AreEqual(near * 2f, far, 1e-4f); + } + + // 親 lossyScale が2倍なら、最終ワールドスケールを保つため localScale は半分になる + [Test] + public void Scale_CancelsParentLossyScale() + { + float unit = InteractionPromptView.CalculateUniformLocalScale(3f, 60f, 0.05f, 1f); + float scaled = InteractionPromptView.CalculateUniformLocalScale(3f, 60f, 0.05f, 2f); + Assert.AreEqual(unit / 2f, scaled, 1e-4f); + } + + // 既知の fov/depth/factor で期待値に一致(fov=90°,depth=1 → worldHeight=2、factor=0.1 → 0.2) + [Test] + public void Scale_MatchesExpectedValue() + { + float scale = InteractionPromptView.CalculateUniformLocalScale(1f, 90f, 0.1f, 1f); + Assert.AreEqual(0.2f, scale, 1e-4f); + } + + // _holdGauge(private)を注入し、SetHoldProgress の表示/非表示・fillAmount を検証する + private static (InteractionPromptView view, Image gauge) CreateViewWithGauge() + { + var viewGo = new GameObject("PromptView"); + var view = viewGo.AddComponent(); + + var gaugeGo = new GameObject("HoldGauge"); + gaugeGo.transform.SetParent(viewGo.transform); + var image = gaugeGo.AddComponent(); + + typeof(InteractionPromptView) + .GetField("_holdGauge", BindingFlags.NonPublic | BindingFlags.Instance) + .SetValue(view, image); + + return (view, image); + } + + // 進捗 > 0:ゲージを表示し fillAmount に進捗を反映する + [Test] + public void SetHoldProgress_Positive_ShowsGaugeAndSetsFill() + { + var (view, gauge) = CreateViewWithGauge(); + try + { + view.SetHoldProgress(0.5f); + Assert.That(gauge.gameObject.activeSelf, Is.True); + Assert.That(gauge.fillAmount, Is.EqualTo(0.5f).Within(1e-4f)); + } + finally { Object.DestroyImmediate(view.gameObject); } + } + + // 進捗 0:中断・完了とみなしてゲージを非表示にする + [Test] + public void SetHoldProgress_Zero_HidesGauge() + { + var (view, gauge) = CreateViewWithGauge(); + try + { + view.SetHoldProgress(0.5f); // 一旦表示 + view.SetHoldProgress(0f); + Assert.That(gauge.gameObject.activeSelf, Is.False); + } + finally { Object.DestroyImmediate(view.gameObject); } + } + + // 進捗 > 1:fillAmount は 1 にクランプされる + [Test] + public void SetHoldProgress_AboveOne_ClampsFill() + { + var (view, gauge) = CreateViewWithGauge(); + try + { + view.SetHoldProgress(1.5f); + Assert.That(gauge.fillAmount, Is.EqualTo(1f)); + } + finally { Object.DestroyImmediate(view.gameObject); } + } + } +} diff --git a/src/Game.Client/Assets/Programs/Editor/Tests/Shared/Interaction/InteractionPromptViewTests.cs.meta b/src/Game.Client/Assets/Programs/Editor/Tests/MVC/Horror/Interaction/InteractionPromptViewTests.cs.meta similarity index 100% rename from src/Game.Client/Assets/Programs/Editor/Tests/Shared/Interaction/InteractionPromptViewTests.cs.meta rename to src/Game.Client/Assets/Programs/Editor/Tests/MVC/Horror/Interaction/InteractionPromptViewTests.cs.meta diff --git a/src/Game.Client/Assets/Programs/Editor/Tests/MVC/InputSystemServiceRebindTests.cs b/src/Game.Client/Assets/Programs/Editor/Tests/MVC/InputSystemServiceRebindTests.cs index 58dbd3f77..e90f9e96d 100644 --- a/src/Game.Client/Assets/Programs/Editor/Tests/MVC/InputSystemServiceRebindTests.cs +++ b/src/Game.Client/Assets/Programs/Editor/Tests/MVC/InputSystemServiceRebindTests.cs @@ -41,7 +41,7 @@ public void TearDown() public void Resolve_Jump_KeyboardMouse_ReturnsSingleKeyboardBinding() { var action = Action("Jump"); - var indices = InputSystemService.ResolveSchemeBindingIndices(InputConstants.KeyboardAndMouse, action); + var indices = InputSystemService.ResolveSchemeBindingIndices(InputControlSchemes.KeyboardAndMouse, action); Assert.That(indices.Count, Is.EqualTo(1)); Assert.That(action.bindings[indices[0]].effectivePath, Is.EqualTo("/space")); @@ -51,7 +51,7 @@ public void Resolve_Jump_KeyboardMouse_ReturnsSingleKeyboardBinding() public void Resolve_Jump_Gamepad_ReturnsSingleGamepadBinding() { var action = Action("Jump"); - var indices = InputSystemService.ResolveSchemeBindingIndices(InputConstants.Gamepad, action); + var indices = InputSystemService.ResolveSchemeBindingIndices(InputControlSchemes.Gamepad, action); Assert.That(indices.Count, Is.EqualTo(1)); Assert.That(action.bindings[indices[0]].effectivePath, Is.EqualTo("/buttonSouth")); @@ -61,7 +61,7 @@ public void Resolve_Jump_Gamepad_ReturnsSingleGamepadBinding() public void Resolve_Move_KeyboardMouse_ReturnsFourCompositeParts() { var action = Action("Move"); - var indices = InputSystemService.ResolveSchemeBindingIndices(InputConstants.KeyboardAndMouse, action); + var indices = InputSystemService.ResolveSchemeBindingIndices(InputControlSchemes.KeyboardAndMouse, action); // WASD コンポジットの4パート(up/down/left/right) Assert.That(indices.Count, Is.EqualTo(4)); @@ -73,7 +73,7 @@ public void Resolve_Move_KeyboardMouse_ReturnsFourCompositeParts() public void Resolve_Move_Gamepad_ReturnsLeftStick() { var action = Action("Move"); - var indices = InputSystemService.ResolveSchemeBindingIndices(InputConstants.Gamepad, action); + var indices = InputSystemService.ResolveSchemeBindingIndices(InputControlSchemes.Gamepad, action); Assert.That(indices.Count, Is.EqualTo(1)); Assert.That(action.bindings[indices[0]].effectivePath, Is.EqualTo("/leftStick")); @@ -84,7 +84,7 @@ public void Resolve_Reset_KeyboardMouse_ReturnsBindings() { // Reset(UI マップ)の KBM バインドが解決されることを確認 var action = Action("Reset"); - var indices = InputSystemService.ResolveSchemeBindingIndices(InputConstants.KeyboardAndMouse, action); + var indices = InputSystemService.ResolveSchemeBindingIndices(InputControlSchemes.KeyboardAndMouse, action); Assert.That(indices.Count, Is.EqualTo(1)); Assert.That(action.bindings[indices[0]].effectivePath, Is.EqualTo("/r")); @@ -95,7 +95,7 @@ public void Resolve_Reset_Gamepad_ReturnsBinding() { // Reset(UI マップ)は Gamepad バインド(buttonNorth)も持つ var action = Action("Reset"); - var indices = InputSystemService.ResolveSchemeBindingIndices(InputConstants.Gamepad, action); + var indices = InputSystemService.ResolveSchemeBindingIndices(InputControlSchemes.Gamepad, action); Assert.That(indices.Count, Is.EqualTo(1)); Assert.That(action.bindings[indices[0]].effectivePath, Is.EqualTo("/buttonNorth")); @@ -105,7 +105,7 @@ public void Resolve_Reset_Gamepad_ReturnsBinding() public void Resolve_Move_KeyboardMouse_PartUp_ReturnsSingleW() { var action = Action("Move"); - var indices = InputSystemService.ResolveSchemeBindingIndices(InputConstants.KeyboardAndMouse, action, "up"); + var indices = InputSystemService.ResolveSchemeBindingIndices(InputControlSchemes.KeyboardAndMouse, action, "up"); Assert.That(indices.Count, Is.EqualTo(1)); Assert.That(action.bindings[indices[0]].effectivePath, Is.EqualTo("/w")); @@ -115,7 +115,7 @@ public void Resolve_Move_KeyboardMouse_PartUp_ReturnsSingleW() public void Resolve_Move_KeyboardMouse_PartDown_ReturnsSingleS() { var action = Action("Move"); - var indices = InputSystemService.ResolveSchemeBindingIndices(InputConstants.KeyboardAndMouse, action, "down"); + var indices = InputSystemService.ResolveSchemeBindingIndices(InputControlSchemes.KeyboardAndMouse, action, "down"); Assert.That(indices.Count, Is.EqualTo(1)); Assert.That(action.bindings[indices[0]].effectivePath, Is.EqualTo("/s")); @@ -126,7 +126,7 @@ public void Resolve_SingleAction_WithPartName_ReturnsEmpty() { // 単体アクション(Jump)に partName を指定しても該当パートは存在しない var action = Action("Jump"); - var indices = InputSystemService.ResolveSchemeBindingIndices(InputConstants.KeyboardAndMouse, action, "up"); + var indices = InputSystemService.ResolveSchemeBindingIndices(InputControlSchemes.KeyboardAndMouse, action, "up"); Assert.That(indices.Count, Is.EqualTo(0)); } @@ -140,14 +140,14 @@ public void WouldConflict_SameSchemeDuplicate_ReturnsTrue() { // Jump(KBM) を対象に、別アクション(Attack)が KBM で使用中のキーを候補にすると衝突 var jump = Action("Jump"); - var jumpIndex = InputSystemService.ResolveSchemeBindingIndices(InputConstants.KeyboardAndMouse, jump)[0]; + var jumpIndex = InputSystemService.ResolveSchemeBindingIndices(InputControlSchemes.KeyboardAndMouse, jump)[0]; var attack = Action("Attack"); - var attackIndex = InputSystemService.ResolveSchemeBindingIndices(InputConstants.KeyboardAndMouse, attack)[0]; + var attackIndex = InputSystemService.ResolveSchemeBindingIndices(InputControlSchemes.KeyboardAndMouse, attack)[0]; var attackPath = attack.bindings[attackIndex].effectivePath; var conflict = InputSystemService.WouldConflict( - _asset, InputConstants.KeyboardAndMouse, jump, jumpIndex, attackPath); + _asset, InputControlSchemes.KeyboardAndMouse, jump, jumpIndex, attackPath); Assert.That(conflict, Is.True); } @@ -157,10 +157,10 @@ public void WouldConflict_DifferentScheme_ReturnsFalse() { // Gamepad のパスは KBM スキームでは衝突対象にならない var jump = Action("Jump"); - var jumpIndex = InputSystemService.ResolveSchemeBindingIndices(InputConstants.KeyboardAndMouse, jump)[0]; + var jumpIndex = InputSystemService.ResolveSchemeBindingIndices(InputControlSchemes.KeyboardAndMouse, jump)[0]; var conflict = InputSystemService.WouldConflict( - _asset, InputConstants.KeyboardAndMouse, jump, jumpIndex, "/buttonSouth"); + _asset, InputControlSchemes.KeyboardAndMouse, jump, jumpIndex, "/buttonSouth"); Assert.That(conflict, Is.False); } @@ -170,11 +170,11 @@ public void WouldConflict_OwnCurrentPath_ReturnsFalse() { // 自分自身の現在パスは衝突扱いしない var jump = Action("Jump"); - var jumpIndex = InputSystemService.ResolveSchemeBindingIndices(InputConstants.KeyboardAndMouse, jump)[0]; + var jumpIndex = InputSystemService.ResolveSchemeBindingIndices(InputControlSchemes.KeyboardAndMouse, jump)[0]; var ownPath = jump.bindings[jumpIndex].effectivePath; var conflict = InputSystemService.WouldConflict( - _asset, InputConstants.KeyboardAndMouse, jump, jumpIndex, ownPath); + _asset, InputControlSchemes.KeyboardAndMouse, jump, jumpIndex, ownPath); Assert.That(conflict, Is.False); } @@ -183,10 +183,10 @@ public void WouldConflict_OwnCurrentPath_ReturnsFalse() public void WouldConflict_UnusedKey_ReturnsFalse() { var jump = Action("Jump"); - var jumpIndex = InputSystemService.ResolveSchemeBindingIndices(InputConstants.KeyboardAndMouse, jump)[0]; + var jumpIndex = InputSystemService.ResolveSchemeBindingIndices(InputControlSchemes.KeyboardAndMouse, jump)[0]; var conflict = InputSystemService.WouldConflict( - _asset, InputConstants.KeyboardAndMouse, jump, jumpIndex, "/numpad5"); + _asset, InputControlSchemes.KeyboardAndMouse, jump, jumpIndex, "/numpad5"); Assert.That(conflict, Is.False); } @@ -200,15 +200,15 @@ public void TryFindConflict_SameSchemeDuplicate_ReturnsConflictBinding() { // Jump を対象に、別アクションへ既定割当した /numpad5 を候補にすると、その相手が返る var jump = Action("Jump"); - var jumpIndex = InputSystemService.ResolveSchemeBindingIndices(InputConstants.KeyboardAndMouse, jump)[0]; + var jumpIndex = InputSystemService.ResolveSchemeBindingIndices(InputControlSchemes.KeyboardAndMouse, jump)[0]; // Attack(KBM) を numpad5 に固定し、衝突相手として特定できることを確認 var attack = Action("Attack"); - var attackIndex = InputSystemService.ResolveSchemeBindingIndices(InputConstants.KeyboardAndMouse, attack)[0]; + var attackIndex = InputSystemService.ResolveSchemeBindingIndices(InputControlSchemes.KeyboardAndMouse, attack)[0]; attack.ApplyBindingOverride(attackIndex, "/numpad5"); var found = InputSystemService.TryFindConflict( - _asset, InputConstants.KeyboardAndMouse, jump, jumpIndex, "/numpad5", + _asset, InputControlSchemes.KeyboardAndMouse, jump, jumpIndex, "/numpad5", out var conflictAction, out var conflictIndex); Assert.That(found, Is.True); @@ -220,10 +220,10 @@ public void TryFindConflict_SameSchemeDuplicate_ReturnsConflictBinding() public void TryFindConflict_UnusedKey_ReturnsFalseAndNullOut() { var jump = Action("Jump"); - var jumpIndex = InputSystemService.ResolveSchemeBindingIndices(InputConstants.KeyboardAndMouse, jump)[0]; + var jumpIndex = InputSystemService.ResolveSchemeBindingIndices(InputControlSchemes.KeyboardAndMouse, jump)[0]; var found = InputSystemService.TryFindConflict( - _asset, InputConstants.KeyboardAndMouse, jump, jumpIndex, "/numpad5", + _asset, InputControlSchemes.KeyboardAndMouse, jump, jumpIndex, "/numpad5", out var conflictAction, out var conflictIndex); Assert.That(found, Is.False); diff --git a/src/Game.Client/Assets/Programs/Editor/Tests/PlayMode/InputSystemServiceRebindPlayModeTests.cs b/src/Game.Client/Assets/Programs/Editor/Tests/PlayMode/InputSystemServiceRebindPlayModeTests.cs index ae43a003e..293db8f58 100644 --- a/src/Game.Client/Assets/Programs/Editor/Tests/PlayMode/InputSystemServiceRebindPlayModeTests.cs +++ b/src/Game.Client/Assets/Programs/Editor/Tests/PlayMode/InputSystemServiceRebindPlayModeTests.cs @@ -49,7 +49,7 @@ public IEnumerator SaveLoadBindingOverrides_RoundTrip_RestoresOverride() yield return null; var jump = PlayerAction(_service, "Jump"); - var idx = FirstIndex(jump, InputConstants.KeyboardAndMouse); + var idx = FirstIndex(jump, InputControlSchemes.KeyboardAndMouse); jump.ApplyBindingOverride(idx, "/j"); var json = _service.SaveBindingOverridesAsJson(); @@ -62,7 +62,7 @@ public IEnumerator SaveLoadBindingOverrides_RoundTrip_RestoresOverride() service2.LoadBindingOverrides(json); var jump2 = PlayerAction(service2, "Jump"); - var idx2 = FirstIndex(jump2, InputConstants.KeyboardAndMouse); + var idx2 = FirstIndex(jump2, InputControlSchemes.KeyboardAndMouse); Assert.That(jump2.bindings[idx2].effectivePath, Is.EqualTo("/j")); service2.Shutdown(); @@ -76,7 +76,7 @@ public IEnumerator LoadBindingOverrides_EmptyJson_IsIgnored() yield return null; var jump = PlayerAction(_service, "Jump"); - var idx = FirstIndex(jump, InputConstants.KeyboardAndMouse); + var idx = FirstIndex(jump, InputControlSchemes.KeyboardAndMouse); var defaultPath = jump.bindings[idx].effectivePath; Assert.DoesNotThrow(() => _service.LoadBindingOverrides("")); @@ -97,13 +97,13 @@ public IEnumerator ResetBinding_RemovesOverride_RestoresDefault() yield return null; var jump = PlayerAction(_service, "Jump"); - var idx = FirstIndex(jump, InputConstants.KeyboardAndMouse); + var idx = FirstIndex(jump, InputControlSchemes.KeyboardAndMouse); var defaultPath = jump.bindings[idx].effectivePath; jump.ApplyBindingOverride(idx, "/j"); Assert.That(jump.bindings[idx].effectivePath, Is.EqualTo("/j")); - _service.ResetBinding(InputConstants.KeyboardAndMouse, "Jump"); + _service.ResetBinding(InputControlSchemes.KeyboardAndMouse, "Jump"); Assert.That(jump.bindings[idx].effectivePath, Is.EqualTo(defaultPath)); yield return null; } @@ -115,8 +115,8 @@ public IEnumerator ResetSchemeBindings_RemovesOnlyTargetScheme() yield return null; var jump = PlayerAction(_service, "Jump"); - var kbmIdx = FirstIndex(jump, InputConstants.KeyboardAndMouse); - var padIdx = FirstIndex(jump, InputConstants.Gamepad); + var kbmIdx = FirstIndex(jump, InputControlSchemes.KeyboardAndMouse); + var padIdx = FirstIndex(jump, InputControlSchemes.Gamepad); var kbmDefault = jump.bindings[kbmIdx].effectivePath; var padDefault = jump.bindings[padIdx].effectivePath; @@ -125,7 +125,7 @@ public IEnumerator ResetSchemeBindings_RemovesOnlyTargetScheme() jump.ApplyBindingOverride(padIdx, "/buttonNorth"); // Gamepad のみリセット - _service.ResetSchemeBindings(InputConstants.Gamepad); + _service.ResetSchemeBindings(InputControlSchemes.Gamepad); Assert.That(jump.bindings[padIdx].effectivePath, Is.EqualTo(padDefault), "対象スキーム(Gamepad)は既定へ戻る"); @@ -133,7 +133,7 @@ public IEnumerator ResetSchemeBindings_RemovesOnlyTargetScheme() "他スキーム(KBM)の override は保持される"); // KBM もリセットすると既定へ戻る - _service.ResetSchemeBindings(InputConstants.KeyboardAndMouse); + _service.ResetSchemeBindings(InputControlSchemes.KeyboardAndMouse); Assert.That(jump.bindings[kbmIdx].effectivePath, Is.EqualTo(kbmDefault)); yield return null; } @@ -149,7 +149,7 @@ public IEnumerator StartRebind_Completes_AppliesNewBinding() yield return null; var completed = false; - var op = _service.StartRebind(InputConstants.KeyboardAndMouse, "Jump", null, + var op = _service.StartRebind(InputControlSchemes.KeyboardAndMouse, "Jump", null, _ => completed = true, () => { }); yield return null; @@ -162,7 +162,7 @@ public IEnumerator StartRebind_Completes_AppliesNewBinding() Assert.That(completed, Is.True, "リバインドが完了するはず"); var jump = PlayerAction(_service, "Jump"); - var idx = FirstIndex(jump, InputConstants.KeyboardAndMouse); + var idx = FirstIndex(jump, InputControlSchemes.KeyboardAndMouse); Assert.That(jump.bindings[idx].effectivePath, Is.EqualTo("/j")); op.Dispose(); @@ -176,16 +176,16 @@ public IEnumerator StartRebind_DuplicateKey_Swaps() yield return null; var jump = PlayerAction(_service, "Jump"); - var jumpIdx = FirstIndex(jump, InputConstants.KeyboardAndMouse); + var jumpIdx = FirstIndex(jump, InputControlSchemes.KeyboardAndMouse); var jumpOriginalPath = jump.bindings[jumpIdx].effectivePath; // /space // Attack(KBM) を /j に固定し、Jump をその j へリバインドして衝突させる var attack = PlayerAction(_service, "Attack"); - var attackIdx = FirstIndex(attack, InputConstants.KeyboardAndMouse); + var attackIdx = FirstIndex(attack, InputControlSchemes.KeyboardAndMouse); attack.ApplyBindingOverride(attackIdx, "/j"); var completed = false; - var op = _service.StartRebind(InputConstants.KeyboardAndMouse, "Jump", null, + var op = _service.StartRebind(InputControlSchemes.KeyboardAndMouse, "Jump", null, _ => completed = true, () => { }); yield return null; @@ -212,11 +212,11 @@ public IEnumerator StartRebind_Dispose_CancelsAndRestoresEnabled() yield return null; var jump = PlayerAction(_service, "Jump"); - var idx = FirstIndex(jump, InputConstants.KeyboardAndMouse); + var idx = FirstIndex(jump, InputControlSchemes.KeyboardAndMouse); var originalPath = jump.bindings[idx].effectivePath; var canceled = false; - var op = _service.StartRebind(InputConstants.KeyboardAndMouse, "Jump", null, + var op = _service.StartRebind(InputControlSchemes.KeyboardAndMouse, "Jump", null, _ => { }, () => canceled = true); yield return null; diff --git a/src/Game.Client/Assets/Programs/Editor/Tests/Shared/AudioSaveServiceTests.cs b/src/Game.Client/Assets/Programs/Editor/Tests/Shared/AudioSaveServiceTests.cs index 200970757..fd485d93e 100644 --- a/src/Game.Client/Assets/Programs/Editor/Tests/Shared/AudioSaveServiceTests.cs +++ b/src/Game.Client/Assets/Programs/Editor/Tests/Shared/AudioSaveServiceTests.cs @@ -35,7 +35,7 @@ public async Task SetMasterVolume_SetsValueAndApplies() // Assert Assert.That(_service.Data.MasterVolume, Is.EqualTo(5)); - _mockAudioService.Received(1).SetVolume(Arg.Any(), Arg.Any(), Arg.Any()); + _mockAudioService.Received(1).SetVolume(Arg.Any(), Arg.Any(), Arg.Any(), Arg.Any()); } [Test] @@ -99,7 +99,7 @@ public async Task SetBgmVolume_SetsValueAndApplies() // Assert Assert.That(_service.Data.BgmVolume, Is.EqualTo(8)); - _mockAudioService.Received(1).SetVolume(Arg.Any(), Arg.Any(), Arg.Any()); + _mockAudioService.Received(1).SetVolume(Arg.Any(), Arg.Any(), Arg.Any(), Arg.Any()); } [Test] @@ -202,74 +202,7 @@ public async Task ApplyToAudioService_CalculatesCorrectVolumes_AllMax() _service.ApplyToAudioService(); // Assert - // Master=10/10=1.0, each category = 10/10 * 1.0 = 1.0 - _mockAudioService.Received().SetVolume(1.0f, 1.0f, 1.0f); - } - - [Test] - public async Task ApplyToAudioService_CalculatesCorrectVolumes_HalfMaster() - { - // Arrange - await LoadData(masterVolume: 5, bgmVolume: 10, voiceVolume: 10, seVolume: 10); - - // Act - _service.ApplyToAudioService(); - - // Assert - // Master=5/10=0.5, each category = 10/10 * 0.5 = 0.5 - _mockAudioService.Received().SetVolume(0.5f, 0.5f, 0.5f); - } - - [Test] - public async Task ApplyToAudioService_CalculatesCorrectVolumes_ZeroMaster() - { - // Arrange - await LoadData(masterVolume: 0, bgmVolume: 10, voiceVolume: 10, seVolume: 10); - - // Act - _service.ApplyToAudioService(); - - // Assert - // Master=0, all volumes become 0 - _mockAudioService.Received().SetVolume(0f, 0f, 0f); - } - - [Test] - public async Task ApplyToAudioService_CalculatesCorrectVolumes_MixedValues() - { - // Arrange - await LoadData(masterVolume: 10, bgmVolume: 5, voiceVolume: 8, seVolume: 3); - - // Act - _service.ApplyToAudioService(); - - // Assert - // Master=10/10=1.0 - // BGM = 5/10 * 1.0 = 0.5 - // Voice = 8/10 * 1.0 = 0.8 - // SE = 3/10 * 1.0 = 0.3 - _mockAudioService.Received().SetVolume(0.5f, 0.8f, 0.3f); - } - - [Test] - public async Task ApplyToAudioService_CalculatesCorrectVolumes_ComplexCase() - { - // Arrange - await LoadData(masterVolume: 7, bgmVolume: 7, voiceVolume: 10, seVolume: 7); - - // Act - _service.ApplyToAudioService(); - - // Assert - // Master=7/10=0.7 - // BGM = 7/10 * 0.7 = 0.49 - // Voice = 10/10 * 0.7 = 0.7 - // SE = 7/10 * 0.7 = 0.49 - // Use tolerance for floating point comparison - _mockAudioService.Received().SetVolume( - Arg.Is(v => System.Math.Abs(v - 0.49f) < 0.001f), - Arg.Is(v => System.Math.Abs(v - 0.7f) < 0.001f), - Arg.Is(v => System.Math.Abs(v - 0.49f) < 0.001f)); + _mockAudioService.Received().SetVolume(10f,10f, 10f, 10f); } [Test] @@ -277,7 +210,7 @@ public void ApplyToAudioService_WhenDataNull_DoesNotThrow() { // Act & Assert Assert.DoesNotThrow(() => _service.ApplyToAudioService()); - _mockAudioService.DidNotReceive().SetVolume(Arg.Any(), Arg.Any(), Arg.Any()); + _mockAudioService.DidNotReceive().SetVolume(Arg.Any(), Arg.Any(), Arg.Any(), Arg.Any()); } #endregion @@ -302,7 +235,7 @@ public async Task OnDataLoaded_AppliesVolumes() await _service.LoadAsync(); // Assert - ApplyToAudioService should be called during load - _mockAudioService.Received().SetVolume(Arg.Any(), Arg.Any(), Arg.Any()); + _mockAudioService.Received().SetVolume(Arg.Any(), Arg.Any(), Arg.Any(), Arg.Any()); } #endregion diff --git a/src/Game.Client/Assets/Programs/Editor/Tests/Shared/Interaction/InteractionPromptViewTests.cs b/src/Game.Client/Assets/Programs/Editor/Tests/Shared/Interaction/InteractionPromptViewTests.cs deleted file mode 100644 index d611953f4..000000000 --- a/src/Game.Client/Assets/Programs/Editor/Tests/Shared/Interaction/InteractionPromptViewTests.cs +++ /dev/null @@ -1,35 +0,0 @@ -using NUnit.Framework; -using Game.Shared.Interaction; - -namespace Game.Tests.Shared.Interaction -{ - [TestFixture] - public class InteractionPromptViewTests - { - // 深度が2倍ならスケールも2倍(距離比例で見かけサイズが相殺される) - [Test] - public void Scale_IsProportionalToDepth() - { - float near = InteractionPromptView.CalculateUniformLocalScale(2f, 60f, 0.05f, 1f); - float far = InteractionPromptView.CalculateUniformLocalScale(4f, 60f, 0.05f, 1f); - Assert.AreEqual(near * 2f, far, 1e-4f); - } - - // 親 lossyScale が2倍なら、最終ワールドスケールを保つため localScale は半分になる - [Test] - public void Scale_CancelsParentLossyScale() - { - float unit = InteractionPromptView.CalculateUniformLocalScale(3f, 60f, 0.05f, 1f); - float scaled = InteractionPromptView.CalculateUniformLocalScale(3f, 60f, 0.05f, 2f); - Assert.AreEqual(unit / 2f, scaled, 1e-4f); - } - - // 既知の fov/depth/factor で期待値に一致(fov=90°,depth=1 → worldHeight=2、factor=0.1 → 0.2) - [Test] - public void Scale_MatchesExpectedValue() - { - float scale = InteractionPromptView.CalculateUniformLocalScale(1f, 90f, 0.1f, 1f); - Assert.AreEqual(0.2f, scale, 1e-4f); - } - } -} diff --git a/src/Game.Client/Assets/Programs/Runtime/App/Services/AppServiceProvider.cs b/src/Game.Client/Assets/Programs/Runtime/App/Services/AppServiceProvider.cs index 2eba1926f..e6e6aa685 100644 --- a/src/Game.Client/Assets/Programs/Runtime/App/Services/AppServiceProvider.cs +++ b/src/Game.Client/Assets/Programs/Runtime/App/Services/AppServiceProvider.cs @@ -52,7 +52,7 @@ public async UniTask InitializeAsync() CreateServices(); await LoadMasterDataAsync(); - InitializeAudioService(); + await LoadAudioServiceAsync(); await LoadAudioSettingsAsync(); _isInitialized = true; @@ -119,9 +119,9 @@ private async UniTask LoadMasterDataAsync() Debug.Log("[AppServiceProvider] MasterData loaded."); } - private void InitializeAudioService() + private async UniTask LoadAudioServiceAsync() { - AudioService?.Startup(); + await AudioService.LoadAsync(); Debug.Log("[AppServiceProvider] AudioService started."); } @@ -137,7 +137,7 @@ public void Dispose() Debug.Log("[AppServiceProvider] Disposing services..."); - AudioService?.Shutdown(); + AudioService?.Unload(); AddressableAssetService = null; MasterDataService = null; @@ -150,4 +150,4 @@ public void Dispose() Debug.Log("[AppServiceProvider] Services disposed."); } } -} \ No newline at end of file +} diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Core/Services/AddressableAssetService.cs b/src/Game.Client/Assets/Programs/Runtime/MVC/Core/Services/AddressableAssetService.cs index eb7c12f7b..bd0a2155f 100644 --- a/src/Game.Client/Assets/Programs/Runtime/MVC/Core/Services/AddressableAssetService.cs +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Core/Services/AddressableAssetService.cs @@ -8,12 +8,5 @@ namespace Game.Core.Services /// public class AddressableAssetService : AddressableAssetServiceBase, IGameService { - public void Startup() - { - } - - public void Shutdown() - { - } } } diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Core/Services/GameServiceManager.cs b/src/Game.Client/Assets/Programs/Runtime/MVC/Core/Services/GameServiceManager.cs index 0e4512f92..a5730c6f6 100644 --- a/src/Game.Client/Assets/Programs/Runtime/MVC/Core/Services/GameServiceManager.cs +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Core/Services/GameServiceManager.cs @@ -80,14 +80,12 @@ public static void Remove() /// /// 生成済みインスタンス登録 /// - public static void Register(IGameService service) - where T : IGameService + public static void Register(T service) where T : IGameService { Instance._gameServices[typeof(T)] = service; } - public static T Resolve() - where T : IGameService + public static T Resolve() where T : IGameService { return (T)Instance._gameServices[typeof(T)]; } diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Core/Services/InputSystemService.cs b/src/Game.Client/Assets/Programs/Runtime/MVC/Core/Services/InputSystemService.cs index f2a006f0c..b5797d4d8 100644 --- a/src/Game.Client/Assets/Programs/Runtime/MVC/Core/Services/InputSystemService.cs +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Core/Services/InputSystemService.cs @@ -20,9 +20,15 @@ public class InputSystemService : IInputSystemService, IDisposable public ProjectDefaultInputSystem.PlayerActions Player => _inputSystem.Player; public ProjectDefaultInputSystem.UIActions UI => _inputSystem.UI; - private string _controlScheme = InputConstants.DefaultControlScheme; + private string _controlScheme = InputControlSchemes.DefaultControlScheme; private GameObject _selectedGameObject; + private readonly Subject _onControlSchemeChanged = new(); + public Observable OnControlSchemeChanged => _onControlSchemeChanged; + + private readonly Subject _onBindingChanged = new(); + public Observable OnBindingChanged => _onBindingChanged; + #region Setup public InputSystemService() @@ -159,7 +165,9 @@ public void SetSelectedGameObject(GameObject go) public void UpdateControlScheme(string device) { + bool changed = _controlScheme != device; _controlScheme = device; + if (changed) _onControlSchemeChanged.OnNext(device); ResolveControlScheme(_selectedGameObject); } @@ -167,16 +175,16 @@ public void ResolveControlScheme(GameObject selectedGameObject = null) { switch (_controlScheme) { - case InputConstants.Gamepad: - case InputConstants.Joystick: + case InputControlSchemes.Gamepad: + case InputControlSchemes.Joystick: { ApplicationEvents.HideCursor(); ResolveSelectable(selectedGameObject); break; } - case InputConstants.KeyboardAndMouse: - case InputConstants.Touch: - case InputConstants.XR: + case InputControlSchemes.KeyboardAndMouse: + case InputControlSchemes.Touch: + case InputControlSchemes.XR: { ApplicationEvents.ShowCursor(); ResolveSelectable(selectedGameObject); @@ -210,11 +218,16 @@ public string GetBindingDisplayString(string scheme, string actionName, string p { // 既定の英語表示・デバイスレイアウト・controlPath を取得し、family 別ローカライズ名へ変換(未登録は英語へフォールバック) var raw = action.GetBindingDisplayString(index, out var deviceLayoutName, out var controlPath); - parts.Add(InputControlLocalizer.Localize(deviceLayoutName, controlPath, raw)); + parts.Add(InputControlsLocalizer.Localize(deviceLayoutName, controlPath, raw)); } return string.Join("/", parts); } + public string GetBindingDisplayString(InputAction action) + { + return GetBindingDisplayString(_controlScheme, action.name); + } + public string SaveBindingOverridesAsJson() => _inputSystem != null ? _inputSystem.asset.SaveBindingOverridesAsJson() : string.Empty; @@ -324,6 +337,8 @@ void RebindAt(int listIndex) Debug.Log($"[InputService] Rebind swapped ({scheme}): {newPath} <-> {originalEffectivePath}"); } + _onBindingChanged.OnNext(action); + op.Dispose(); currentOp = null; RebindAt(listIndex + 1); @@ -346,11 +361,11 @@ void RebindAt(int listIndex) /// リバインド入力を当該スキームのデバイスに限定する。 private static void ApplySchemeFilter(InputActionRebindingExtensions.RebindingOperation op, string scheme) { - if (scheme == InputConstants.Gamepad) + if (scheme == InputControlSchemes.Gamepad) { op.WithControlsHavingToMatchPath(""); } - else if (scheme == InputConstants.KeyboardAndMouse) + else if (scheme == InputControlSchemes.KeyboardAndMouse) { op.WithControlsHavingToMatchPath(""); op.WithControlsHavingToMatchPath(""); diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Core/Services/MasterDataService.cs b/src/Game.Client/Assets/Programs/Runtime/MVC/Core/Services/MasterDataService.cs index a2d86de62..bd2d53256 100644 --- a/src/Game.Client/Assets/Programs/Runtime/MVC/Core/Services/MasterDataService.cs +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Core/Services/MasterDataService.cs @@ -22,14 +22,6 @@ public MasterDataService(IAddressableAssetService assetService) _assetService = assetService; } - public void Startup() - { - } - - public void Shutdown() - { - } - protected override async UniTask LoadMasterDataBinaryAsync() { _assetService ??= GameServiceManager.Get(); @@ -45,4 +37,4 @@ protected override async UniTask LoadMasterDataBinaryAsync() return await _assetService.LoadAssetAsync("MasterDataBinary"); } } -} \ No newline at end of file +} diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Core/Services/ScriptableDatabaseService.cs b/src/Game.Client/Assets/Programs/Runtime/MVC/Core/Services/ScriptableDatabaseService.cs index e9ac30ef7..3f27ecbc5 100644 --- a/src/Game.Client/Assets/Programs/Runtime/MVC/Core/Services/ScriptableDatabaseService.cs +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Core/Services/ScriptableDatabaseService.cs @@ -15,14 +15,6 @@ public ScriptableDatabaseService() { } - public void Startup() - { - } - - public void Shutdown() - { - } - protected override async UniTask LoadDatabaseAssetAsync() { return await Addressables.LoadAssetAsync("ScriptableDatabase"); diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Core/UI/TabGroup.cs b/src/Game.Client/Assets/Programs/Runtime/MVC/Core/UI/TabGroup.cs index e3a56857c..cbbd7e236 100644 --- a/src/Game.Client/Assets/Programs/Runtime/MVC/Core/UI/TabGroup.cs +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Core/UI/TabGroup.cs @@ -26,8 +26,8 @@ public class TabGroup : MonoBehaviour private InputSystemService _inputService; private InputSystemService InputService => _inputService ??= GameServiceManager.Get(); - private readonly Subject _onChangedTab = new(); - public Observable OnChangedTab => _onChangedTab.AsObservable(); + private readonly Subject _onTabChanged = new(); + public Observable OnTabChanged => _onTabChanged.AsObservable(); private int _currentTabIndex; @@ -80,7 +80,7 @@ public void ChangeTab(int index) } } - _onChangedTab.OnNext(index); + _onTabChanged.OnNext(index); } private void CycleTab(int delta) 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 8645d9fff..49d3191cc 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 @@ -1,6 +1,5 @@ using Cysharp.Threading.Tasks; using Game.Core.Services; -using Game.Horror.SaveData; using Game.MVC.Core.Enums; using Game.MVC.Core.Scenes; using Game.Shared.Bootstrap; @@ -54,11 +53,6 @@ public override UniTask Startup() .Subscribe(_ => SceneComponent.NextTab()) .AddTo(Disposables); - // デバッグ用: 現在のインベントリを手動セーブ - SceneComponent.OnSaveRequested - .SubscribeAwait(async (_, _) => await GameServiceManager.Resolve().SaveAsync()) - .AddTo(Disposables); - SceneComponent.Initialize(); 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 df6af5dcf..87bed0152 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 @@ -1,11 +1,10 @@ using Game.Core.Services; using Game.Core.UI; using Game.Horror.Item; -using Game.Horror.SaveData; +using Game.Horror.Services; using Game.MVC.Core.Scenes; using R3; using UnityEngine; -using UnityEngine.UI; namespace Game.Horror.Dialogs { @@ -16,13 +15,9 @@ public class HorrorInventoryDialogComponent : GameSceneComponent [SerializeField] private TabGroup _tabGroup; [SerializeField] private HorrorItemSlotView[] _slots; [SerializeField] private HorrorItemDetailView _detailView; - [SerializeField] private Button _saveButton; #endregion - /// デバッグ用セーブボタンの押下通知(連打防止付き)。 - public Observable OnSaveRequested => _saveButton.OnClickAsObservable(); - public void Initialize() { _tabGroup.Initialize(); @@ -35,7 +30,8 @@ public void Initialize() private void BindSlots() { - var items = GameServiceManager.Resolve().Data.Items; + var inventory = GameServiceManager.Resolve(); + var items = inventory.Data.Items; var database = GameServiceManager.Get().Database; for (int i = 0; i < _slots.Length; i++) { diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Dialogs/HorrorMessageDialog.cs b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Dialogs/HorrorMessageDialog.cs new file mode 100644 index 000000000..2216874eb --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Dialogs/HorrorMessageDialog.cs @@ -0,0 +1,72 @@ +using Cysharp.Threading.Tasks; +using Game.Core.Services; +using Game.MVC.Core.Enums; +using Game.MVC.Core.Scenes; +using Game.Shared.Bootstrap; +using Game.Shared.Extensions; +using R3; + +namespace Game.Horror.Dialogs +{ + public class HorrorMessageDialog : GameDialogScene + , IGameSceneArg + { + protected override string AssetPathOrAddress => "HorrorMessageDialog"; + + private InputSystemService _inputService; + private string _message; + + public static async UniTask RunAsync(string message) + { + bool result; + var inputService = GameServiceManager.Get(); + using (inputService.BlockPlayer()) + using (inputService.BlockInputActions(inputService.UI.Menu, inputService.UI.Inventory)) + { + var sceneService = GameServiceManager.Get(); + result = await sceneService.TransitionDialogAsync(message); + } + return result; + } + + + public UniTask SetArg(string message) + { + _message = message; + return UniTask.CompletedTask; + } + + public override UniTask PreInitialize() + { + _inputService = GameServiceManager.Get(); + ApplicationEvents.PauseTime(); + return base.PreInitialize(); + } + + public override UniTask Startup() + { + _inputService.UI.Cancel.OnPerformedAsObservable() + .Where(_ => State.IsProcessing()) + .Subscribe(_ => TrySetResult(default)) + .AddTo(Disposables); + + SceneComponent.OnClose + .Subscribe(_ => + { + SceneComponent.SetInteractable(false); + TrySetResult(true); + }) + .AddTo(Disposables); + + SceneComponent.SetMessage(_message); + + return base.Startup(); + } + + public override UniTask Terminate() + { + ApplicationEvents.ResumeTime(); + return base.Terminate(); + } + } +} diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Dialogs/HorrorMessageDialog.cs.meta b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Dialogs/HorrorMessageDialog.cs.meta new file mode 100644 index 000000000..d9bbb808e --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Dialogs/HorrorMessageDialog.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: aee382f69519445388f5458b8466dcde +timeCreated: 1782617824 \ No newline at end of file diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Dialogs/HorrorMessageDialogComponent.cs b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Dialogs/HorrorMessageDialogComponent.cs new file mode 100644 index 000000000..6de2f54ff --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Dialogs/HorrorMessageDialogComponent.cs @@ -0,0 +1,22 @@ +using Game.MVC.Core.Scenes; +using R3; +using TMPro; +using UnityEngine; +using UnityEngine.UI; + +namespace Game.Horror.Dialogs +{ + public class HorrorMessageDialogComponent : GameSceneComponent + { + [SerializeField] + private TextMeshProUGUI _messageText; + + [SerializeField] + private Button _closeButton; + + public Observable OnClose => _closeButton.OnClickAsObservable(); + + public void SetMessage(string message) + => _messageText.text = message; + } +} diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Dialogs/HorrorMessageDialogComponent.cs.meta b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Dialogs/HorrorMessageDialogComponent.cs.meta new file mode 100644 index 000000000..906457c29 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Dialogs/HorrorMessageDialogComponent.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 9203691c7740447eb043501ceca82b9f +timeCreated: 1782617453 \ No newline at end of file diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Dialogs/HorrorOptionDialog.cs b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Dialogs/HorrorOptionDialog.cs new file mode 100644 index 000000000..438a2732c --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Dialogs/HorrorOptionDialog.cs @@ -0,0 +1,260 @@ +using System; +using Cysharp.Threading.Tasks; +using Game.Core.Services; +using Game.Horror.SaveData; +using Game.Horror.Services; +using Game.MVC.Core.Enums; +using Game.MVC.Core.Scenes; +using Game.Shared.Constants; +using Game.Shared.Extensions; +using Game.Shared.Input; +using Game.Shared.Localization; +using R3; +using UnityEngine; + +namespace Game.Horror.Dialogs +{ + public class HorrorOptionDialog : GameDialogScene + { + protected override string AssetPathOrAddress => "HorrorOptionDialog"; + + private InputSystemService _inputService; + private AudioService _audioService; + + private HorrorOptionSaveService _optionSaveService; + private HorrorOptionSaveData Options => _optionSaveService.Data; + + // 進行中のリバインド操作(多重開始防止 / キャンセルボタン連動用)。null = 非実行中。 + private IDisposable _currentRebind; + + // 進行中リバインドの自動キャンセルタイマー(残り時間バー駆動)。_currentRebind と対で管理。 + private IDisposable _rebindTimeout; + + public static async UniTask RunAsync() + { + var sceneService = GameServiceManager.Get(); + return await sceneService.TransitionDialogAsync(); + } + + public override UniTask PreInitialize() + { + _inputService = GameServiceManager.Get(); + _audioService = GameServiceManager.Get(); + _optionSaveService = GameServiceManager.Resolve(); + return base.PreInitialize(); + } + + public override UniTask Startup() + { + // ダイアログキャンセル + Observable.Merge(_inputService.UI.Cancel.OnPerformedAsObservable(), _inputService.UI.Menu.OnPerformedAsObservable()) + .Where(_ => State.IsProcessing()) + .Subscribe(_ => TrySetResult(default)) + .AddTo(Disposables); + + // L1 (Previous) / R1 (Next) でタブ循環 + _inputService.UI.Previous.OnPerformedAsObservable() + .Where(_ => State.IsProcessing()) + .Subscribe(_ => SceneComponent.PreviousTab()) + .AddTo(Disposables); + + _inputService.UI.Next.OnPerformedAsObservable() + .Where(_ => State.IsProcessing()) + .Subscribe(_ => SceneComponent.NextTab()) + .AddTo(Disposables); + + SceneComponent.Initialize(Options); + + // Gameplay + SceneComponent.OnLanguageChanged + .Subscribe(code => + { + _optionSaveService.SetLanguageCode(code); + HorrorOptionHelper.ApplyLanguage(code); + }) + .AddTo(Disposables); + SceneComponent.OnCameraControlHorizontalChanged + .Subscribe(b => { _optionSaveService.SetCameraControlHorizontal(b); }) + .AddTo(Disposables); + SceneComponent.OnCameraControlVerticalChanged + .Subscribe(b => { _optionSaveService.SetCameraControlVertical(b); }) + .AddTo(Disposables); + SceneComponent.OnCameraSensitivityHorizontalChanged + .Subscribe(v => { _optionSaveService.SetCameraSensitivityHorizontal(v); }) + .AddTo(Disposables); + SceneComponent.OnCameraSensitivityVerticalChanged + .Subscribe(v => { _optionSaveService.SetCameraSensitivityVertical(v); }) + .AddTo(Disposables); + SceneComponent.OnCameraAccelerationChanged + .Subscribe(v => { _optionSaveService.SetCameraAcceleration(v); }) + .AddTo(Disposables); + SceneComponent.OnCameraShakeChanged + .Subscribe(v => { _optionSaveService.SetCameraShake(v); }) + .AddTo(Disposables); + SceneComponent.OnCameraFovChanged + .Subscribe(v => { _optionSaveService.SetCameraFov(v); }) + .AddTo(Disposables); + + SceneComponent.OnSprintModeChanged + .Subscribe(b => { _optionSaveService.SetSprintToggle(b); }) + .AddTo(Disposables); + SceneComponent.OnCrouchModeChanged + .Subscribe(b => { _optionSaveService.SetCrouchToggle(b); }) + .AddTo(Disposables); + + // Graphics + SceneComponent.OnDisplayModeChanged + .Subscribe(mode => + { + _optionSaveService.SetDisplayMode(mode); + HorrorOptionHelper.ApplyResolution(Options.DisplayMode, Options.ResolutionWidth, Options.ResolutionHeight); + }) + .AddTo(Disposables); + SceneComponent.OnResolutionChanged + .Subscribe(res => + { + _optionSaveService.SetResolution(res.Width, res.Height); + HorrorOptionHelper.ApplyResolution(Options.DisplayMode, Options.ResolutionWidth, Options.ResolutionHeight); + }) + .AddTo(Disposables); + SceneComponent.OnFrameRateChanged + .Subscribe(fps => + { + _optionSaveService.SetFrameRateLimit(Mathf.RoundToInt(fps)); + HorrorOptionHelper.ApplyFrameRate(Options.VSync, Options.UncappedFrameRate, Options.FrameRateLimit); + }) + .AddTo(Disposables); + SceneComponent.OnUncappedFrameRateChanged + .Subscribe(uncapped => + { + _optionSaveService.SetUncappedFrameRate(uncapped); + HorrorOptionHelper.ApplyFrameRate(Options.VSync, Options.UncappedFrameRate, Options.FrameRateLimit); + }) + .AddTo(Disposables); + SceneComponent.OnVSyncChanged + .Subscribe(vsync => + { + _optionSaveService.SetVSync(vsync); + HorrorOptionHelper.ApplyFrameRate(Options.VSync, Options.UncappedFrameRate, Options.FrameRateLimit); + }) + .AddTo(Disposables); + + // Audio + SceneComponent.OnMasterVolumeChanged + .Subscribe(volume => + { + _optionSaveService.SetMasterVolume(volume); + _audioService.SetVolume(Options.MasterVolume, Options.BgmVolume, Options.VoiceVolume, Options.SeVolume); + }) + .AddTo(Disposables); + SceneComponent.OnBgmVolumeChanged + .Subscribe(volume => + { + _optionSaveService.SetBgmVolume(volume); + _audioService.SetVolume(Options.MasterVolume, Options.BgmVolume, Options.VoiceVolume, Options.SeVolume); + }) + .AddTo(Disposables); + SceneComponent.OnVoiceVolumeChanged + .Subscribe(volume => + { + _optionSaveService.SetVoiceVolume(volume); + _audioService.SetVolume(Options.MasterVolume, Options.BgmVolume, Options.VoiceVolume, Options.SeVolume); + }) + .AddTo(Disposables); + SceneComponent.OnSeVolumeChanged + .Subscribe(volume => + { + _optionSaveService.SetSeVolume(volume); + _audioService.SetVolume(Options.MasterVolume, Options.BgmVolume, Options.VoiceVolume, Options.SeVolume); + }) + .AddTo(Disposables); + + // Controls(キーリバインド) + foreach (var rebindView in SceneComponent.RebindViews) + { + var rebind = rebindView; + rebind.SetDisplay(_inputService.GetBindingDisplayString(rebind.Scheme, rebind.ActionName, rebind.CompositePartName)); + + // 進行中(_currentRebind != null)は新規開始を弾き、多重リバインドを防ぐ + rebind.OnRebindRequested + .Where(_ => State.IsProcessing() && _currentRebind == null) + .Subscribe(_ => + { + rebind.SetWaiting(true); + rebind.SetTimeoutProgress(1f); + _currentRebind = _inputService.StartRebind( + rebind.Scheme, + rebind.ActionName, + rebind.CompositePartName, + display => + { + rebind.SetWaiting(false); + // rebind.SetDisplay(display); + _optionSaveService.SetInputBindingOverrides(_inputService.SaveBindingOverridesAsJson()); + _currentRebind = null; + _rebindTimeout?.Dispose(); + _rebindTimeout = null; + // swap で旧キーが移った相手行も含め全行を再表示(ターゲット行も更新される) + RefreshBindingDisplays(); + _inputService.SetSelectedGameObject(rebind.Selectable.gameObject); + }, + () => + { + rebind.SetWaiting(false); + rebind.SetDisplay(_inputService.GetBindingDisplayString(rebind.Scheme, rebind.ActionName, rebind.CompositePartName)); + _currentRebind = null; + _rebindTimeout?.Dispose(); + _rebindTimeout = null; + _inputService.SetSelectedGameObject(rebind.Selectable.gameObject); + }); + _currentRebind.AddTo(Disposables); + + // 開始から3秒で自動キャンセル(完了していない時のみ)。残り時間をバーで提示。 + var elapsed = 0f; + _rebindTimeout = Observable.EveryUpdate(UnityFrameProvider.Update) + .Subscribe(_ => + { + elapsed += Time.unscaledDeltaTime; // ポーズ中(timeScale=0)でも進行 + rebind.SetTimeoutProgress(1f - elapsed / InputConstants.RebindTimeoutSeconds); + if (elapsed >= InputConstants.RebindTimeoutSeconds) + _currentRebind?.Dispose(); // → onCanceled 経路で表示復元&タイマー停止 + }); + _rebindTimeout.AddTo(Disposables); + }) + .AddTo(Disposables); + } + + // 指定スキームのバインドのみ既定へ戻して全行を再表示・保存する。 + SceneComponent.OnResetSchemeBindingsRequested + .Where(_ => State.IsProcessing() && _currentRebind == null) + .Subscribe(scheme => + { + _inputService.ResetSchemeBindings(scheme); + RefreshBindingDisplays(); + _optionSaveService.SetInputBindingOverrides(_inputService.SaveBindingOverridesAsJson()); + }) + .AddTo(Disposables); + + // ロケール変更でバインド表示名を再ローカライズ + LocalizationEvents.OnLocaleChanged.Subscribe(_ => RefreshBindingDisplays()).AddTo(Disposables); + + // コントローラー接続/切替に追従して family 別表示を更新する + InputSystemEvents.OnDeviceChanged.Subscribe(_ => RefreshBindingDisplays()).AddTo(Disposables); + + return base.Startup(); + } + + private void RefreshBindingDisplays() + { + if (_currentRebind != null) return; + foreach (var rebind in SceneComponent.RebindViews) + rebind.SetDisplay(_inputService.GetBindingDisplayString(rebind.Scheme, rebind.ActionName, rebind.CompositePartName)); + } + + public override async UniTask Terminate() + { + await _optionSaveService.SaveIfDirtyAsync(); + await base.Terminate(); + } + } +} diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Dialogs/HorrorOptionDialog.cs.meta b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Dialogs/HorrorOptionDialog.cs.meta new file mode 100644 index 000000000..0ce054583 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Dialogs/HorrorOptionDialog.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 9f3806a20fdf465197ca752cfb0b52b6 +timeCreated: 1782156882 \ No newline at end of file diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Dialogs/HorrorOptionDialogComponent.cs b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Dialogs/HorrorOptionDialogComponent.cs index 7e8357c55..a57aed9c0 100644 --- a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Dialogs/HorrorOptionDialogComponent.cs +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Dialogs/HorrorOptionDialogComponent.cs @@ -1,241 +1,14 @@ -using System; using System.Collections.Generic; -using Cysharp.Threading.Tasks; -using Game.Core.Services; using Game.Core.UI; using Game.Horror.SaveData; -using Game.MVC.Core.Enums; using Game.MVC.Core.Scenes; using Game.Shared.Constants; -using Game.Shared.Enums; -using Game.Shared.Extensions; -using Game.Shared.Input; -using Game.Shared.Localization; using R3; using UnityEngine; -using UnityEngine.InputSystem; -using UnityEngine.Localization; -using UnityEngine.Localization.Settings; using UnityEngine.UI; namespace Game.Horror.Dialogs { - public class HorrorOptionDialog : GameDialogScene - { - protected override string AssetPathOrAddress => "HorrorOptionDialog"; - - private InputSystemService _inputService; - - private HorrorOptionSaveService _optionSaveService; - private HorrorOptionSaveData Options => _optionSaveService.Data; - - // 進行中のリバインド操作(多重開始防止 / キャンセルボタン連動用)。null = 非実行中。 - private IDisposable _currentRebind; - - // 進行中リバインドの自動キャンセルタイマー(残り時間バー駆動)。_currentRebind と対で管理。 - private IDisposable _rebindTimeout; - - public static async UniTask RunAsync() - { - var sceneService = GameServiceManager.Get(); - return await sceneService.TransitionDialogAsync(); - } - - public override UniTask PreInitialize() - { - _inputService = GameServiceManager.Get(); - _optionSaveService = GameServiceManager.Resolve(); - return base.PreInitialize(); - } - - public override UniTask Startup() - { - // ダイアログキャンセル - Observable.Merge(_inputService.UI.Cancel.OnPerformedAsObservable(), _inputService.UI.Menu.OnPerformedAsObservable()) - .Where(_ => State.IsProcessing()) - .Subscribe(_ => TrySetResult(default)) - .AddTo(Disposables); - - // L1 (Previous) / R1 (Next) でタブ循環 - _inputService.UI.Previous.OnPerformedAsObservable() - .Where(_ => State.IsProcessing()) - .Subscribe(_ => SceneComponent.PreviousTab()) - .AddTo(Disposables); - - _inputService.UI.Next.OnPerformedAsObservable() - .Where(_ => State.IsProcessing()) - .Subscribe(_ => SceneComponent.NextTab()) - .AddTo(Disposables); - - SceneComponent.Initialize(Options); - - // Gameplay - SceneComponent.OnLanguageChanged - .Subscribe(code => - { - _optionSaveService.SetLanguageCode(code); - HorrorOptionHelper.ApplyLanguage(code); - }) - .AddTo(Disposables); - SceneComponent.OnCameraControlHorizontalChanged - .Subscribe(b => { _optionSaveService.SetCameraControlHorizontal(b); }) - .AddTo(Disposables); - SceneComponent.OnCameraControlVerticalChanged - .Subscribe(b => { _optionSaveService.SetCameraControlVertical(b); }) - .AddTo(Disposables); - SceneComponent.OnCameraSensitivityHorizontalChanged - .Subscribe(v => { _optionSaveService.SetCameraSensitivityHorizontal(v); }) - .AddTo(Disposables); - SceneComponent.OnCameraSensitivityVerticalChanged - .Subscribe(v => { _optionSaveService.SetCameraSensitivityVertical(v); }) - .AddTo(Disposables); - SceneComponent.OnCameraAccelerationChanged - .Subscribe(v => { _optionSaveService.SetCameraAcceleration(v); }) - .AddTo(Disposables); - SceneComponent.OnCameraShakeChanged - .Subscribe(v => { _optionSaveService.SetCameraShake(v); }) - .AddTo(Disposables); - SceneComponent.OnCameraFovChanged - .Subscribe(v => { _optionSaveService.SetCameraFov(v); }) - .AddTo(Disposables); - - SceneComponent.OnSprintModeChanged - .Subscribe(b => { _optionSaveService.SetSprintToggle(b); }) - .AddTo(Disposables); - SceneComponent.OnCrouchModeChanged - .Subscribe(b => { _optionSaveService.SetCrouchToggle(b); }) - .AddTo(Disposables); - - // Graphics - SceneComponent.OnDisplayModeChanged - .Subscribe(mode => - { - _optionSaveService.SetDisplayMode(mode); - HorrorOptionHelper.ApplyResolution(Options.DisplayMode, Options.ResolutionWidth, Options.ResolutionHeight); - }) - .AddTo(Disposables); - SceneComponent.OnResolutionChanged - .Subscribe(res => - { - _optionSaveService.SetResolution(res.Width, res.Height); - HorrorOptionHelper.ApplyResolution(Options.DisplayMode, Options.ResolutionWidth, Options.ResolutionHeight); - }) - .AddTo(Disposables); - SceneComponent.OnFrameRateChanged - .Subscribe(fps => - { - _optionSaveService.SetFrameRateLimit(Mathf.RoundToInt(fps)); - HorrorOptionHelper.ApplyFrameRate(Options.VSync, Options.UncappedFrameRate, Options.FrameRateLimit); - }) - .AddTo(Disposables); - SceneComponent.OnUncappedFrameRateChanged - .Subscribe(uncapped => - { - _optionSaveService.SetUncappedFrameRate(uncapped); - HorrorOptionHelper.ApplyFrameRate(Options.VSync, Options.UncappedFrameRate, Options.FrameRateLimit); - }) - .AddTo(Disposables); - SceneComponent.OnVSyncChanged - .Subscribe(vsync => - { - _optionSaveService.SetVSync(vsync); - HorrorOptionHelper.ApplyFrameRate(Options.VSync, Options.UncappedFrameRate, Options.FrameRateLimit); - }) - .AddTo(Disposables); - - // Controls(キーリバインド) - foreach (var rebindView in SceneComponent.RebindViews) - { - var rebind = rebindView; - rebind.SetDisplay(_inputService.GetBindingDisplayString(rebind.Scheme, rebind.ActionName, rebind.CompositePartName)); - - // 進行中(_currentRebind != null)は新規開始を弾き、多重リバインドを防ぐ - rebind.OnRebindRequested - .Where(_ => State.IsProcessing() && _currentRebind == null) - .Subscribe(_ => - { - rebind.SetWaiting(true); - rebind.SetTimeoutProgress(1f); - _currentRebind = _inputService.StartRebind( - rebind.Scheme, - rebind.ActionName, - rebind.CompositePartName, - display => - { - rebind.SetWaiting(false); - // rebind.SetDisplay(display); - _optionSaveService.SetInputBindingOverrides(_inputService.SaveBindingOverridesAsJson()); - _currentRebind = null; - _rebindTimeout?.Dispose(); - _rebindTimeout = null; - // swap で旧キーが移った相手行も含め全行を再表示(ターゲット行も更新される) - RefreshBindingDisplays(); - _inputService.SetSelectedGameObject(rebind.Selectable.gameObject); - }, - () => - { - rebind.SetWaiting(false); - rebind.SetDisplay(_inputService.GetBindingDisplayString(rebind.Scheme, rebind.ActionName, rebind.CompositePartName)); - _currentRebind = null; - _rebindTimeout?.Dispose(); - _rebindTimeout = null; - _inputService.SetSelectedGameObject(rebind.Selectable.gameObject); - }); - _currentRebind.AddTo(Disposables); - - // 開始から3秒で自動キャンセル(完了していない時のみ)。残り時間をバーで提示。 - var elapsed = 0f; - _rebindTimeout = Observable.EveryUpdate(UnityFrameProvider.Update) - .Subscribe(_ => - { - elapsed += Time.unscaledDeltaTime; // ポーズ中(timeScale=0)でも進行 - rebind.SetTimeoutProgress(1f - elapsed / InputConstants.RebindTimeoutSeconds); - if (elapsed >= InputConstants.RebindTimeoutSeconds) - _currentRebind?.Dispose(); // → onCanceled 経路で表示復元&タイマー停止 - }); - _rebindTimeout.AddTo(Disposables); - }) - .AddTo(Disposables); - } - - // 指定スキームのバインドのみ既定へ戻して全行を再表示・保存する。 - SceneComponent.OnResetSchemeBindingsRequested - .Where(_ => State.IsProcessing() && _currentRebind == null) - .Subscribe(scheme => - { - _inputService.ResetSchemeBindings(scheme); - RefreshBindingDisplays(); - _optionSaveService.SetInputBindingOverrides(_inputService.SaveBindingOverridesAsJson()); - }) - .AddTo(Disposables); - - LocalizationEvents.OnLocaleChanged - .Subscribe(_ => RefreshBindingDisplays()) - .AddTo(Disposables); - - // コントローラー接続/切替に追従して family 別表示を更新する - InputSystemEvents.OnDeviceChanged - .Subscribe(_ => RefreshBindingDisplays()) - .AddTo(Disposables); - - return base.Startup(); - } - - private void RefreshBindingDisplays() - { - // ロケール変更でバインド表示名を再ローカライズ - if (_currentRebind != null) return; - foreach (var rebind in SceneComponent.RebindViews) - rebind.SetDisplay(_inputService.GetBindingDisplayString(rebind.Scheme, rebind.ActionName, rebind.CompositePartName)); - } - - public override async UniTask Terminate() - { - await _optionSaveService.SaveIfDirtyAsync(); - await base.Terminate(); - } - } - public class HorrorOptionDialogComponent : GameSceneComponent { #region SerializeField @@ -259,6 +32,11 @@ public class HorrorOptionDialogComponent : GameSceneComponent [SerializeField] private SliderBooleanSelector _sprintMode; [SerializeField] private SliderBooleanSelector _crouchMode; + [Header("Options - Control")] + [SerializeField] private InputActionRebindView[] _rebindViews; + [SerializeField] private Button _resetKeyboardBindingsButton; + [SerializeField] private Button _resetGamepadBindingsButton; + [Header("Options - Graphics")] [SerializeField] private SliderIndexSelector _displayMode; [SerializeField] private GenericValues _displayModeValues; @@ -270,11 +48,6 @@ public class HorrorOptionDialogComponent : GameSceneComponent [SerializeField] private SliderBooleanSelector _uncappedFrameRate; [SerializeField] private SliderBooleanSelector _vSync; - [Header("Options - Control")] - [SerializeField] private InputActionRebindView[] _rebindViews; - [SerializeField] private Button _resetKeyboardBindingsButton; - [SerializeField] private Button _resetGamepadBindingsButton; - [Header("Options - Audio")] [SerializeField] private SliderValueSelector _masterVolume; [SerializeField] private SliderValueSelector _bgmVolume; @@ -283,7 +56,7 @@ public class HorrorOptionDialogComponent : GameSceneComponent #endregion - #region Options - General + #region Options - Game public Observable OnLanguageChanged => _language.OnValueChanged.Select(index => _languageValues[index]); @@ -315,10 +88,9 @@ public class HorrorOptionDialogComponent : GameSceneComponent public IReadOnlyList RebindViews => _rebindViews; /// スキーム別リセットボタン押下。値は対象スキーム(KBM / Gamepad)。 - public Observable OnResetSchemeBindingsRequested => - Observable.Merge( - _resetKeyboardBindingsButton.OnClickAsObservable().Select(_ => InputConstants.KeyboardAndMouse), - _resetGamepadBindingsButton.OnClickAsObservable().Select(_ => InputConstants.Gamepad)); + public Observable OnResetSchemeBindingsRequested => Observable.Merge( + _resetKeyboardBindingsButton.OnClickAsObservable().Select(_ => InputControlSchemes.KeyboardAndMouse), + _resetGamepadBindingsButton.OnClickAsObservable().Select(_ => InputControlSchemes.Gamepad)); #endregion @@ -345,8 +117,8 @@ public void Initialize(HorrorOptionSaveData d) _cameraShake.SetValue(d.CameraShake); _cameraFov.SetValue(d.CameraFov); - _crouchMode.SetBool(d.CrouchToggle); _sprintMode.SetBool(d.SprintToggle); + _crouchMode.SetBool(d.CrouchToggle); // Display _displayMode.SetIndex(_displayModeValues[d.DisplayMode]); @@ -355,6 +127,12 @@ public void Initialize(HorrorOptionSaveData d) _uncappedFrameRate.SetBool(d.UncappedFrameRate); _vSync.SetBool(d.VSync); + // Audio + _masterVolume.SetValue(d.MasterVolume); + _bgmVolume.SetValue(d.BgmVolume); + _voiceVolume.SetValue(d.VoiceVolume); + _seVolume.SetValue(d.SeVolume); + _tabGroup.ChangeTab(0); } diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Dialogs/HorrorPauseDialog.cs b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Dialogs/HorrorPauseDialog.cs new file mode 100644 index 000000000..b10cbce72 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Dialogs/HorrorPauseDialog.cs @@ -0,0 +1,89 @@ +using Cysharp.Threading.Tasks; +using Game.Core.Services; +using Game.MVC.Core.Enums; +using Game.MVC.Core.Scenes; +using Game.Shared.Bootstrap; +using Game.Shared.Extensions; +using R3; + +namespace Game.Horror.Dialogs +{ + public enum PauseResult + { + Resume, + ReturnToTitle, + Quit + } + + public class HorrorPauseDialog : GameDialogScene + { + protected override string AssetPathOrAddress => "HorrorPauseDialog"; + + private InputSystemService _inputService; + + public static async UniTask RunAsync() + { + PauseResult result; + var inputService = GameServiceManager.Get(); + using (inputService.BlockPlayer()) + using (inputService.BlockInputActions(inputService.UI.Inventory)) + { + var sceneService = GameServiceManager.Get(); + result = await sceneService.TransitionDialogAsync(); + } + return result; + } + + public override UniTask PreInitialize() + { + _inputService = GameServiceManager.Get(); + ApplicationEvents.PauseTime(); + return base.PreInitialize(); + } + + public override UniTask Startup() + { + Observable.Merge(_inputService.UI.Cancel.OnPerformedAsObservable(), _inputService.UI.Menu.OnPerformedAsObservable()) + .Where(_ => State.IsProcessing()) + .Subscribe(_ => TrySetResult(default)) + .AddTo(Disposables); + + SceneComponent.OnResume + .Subscribe(_ => + { + SceneComponent.SetInteractable(false); + TrySetResult(PauseResult.Resume); + }) + .AddTo(Disposables); + SceneComponent.OnOption + .SubscribeAwait(async (_, _) => + { + await HorrorOptionDialog.RunAsync(); + }) + .AddTo(Disposables); + SceneComponent.OnReturn + .Subscribe(_ => + { + SceneComponent.SetInteractable(false); + TrySetResult(PauseResult.ReturnToTitle); + }) + .AddTo(Disposables); + SceneComponent.OnQuit + .Subscribe(_ => + { + SceneComponent.SetInteractable(false); + TrySetResult(PauseResult.Quit); + }) + .AddTo(Disposables); + + return base.Startup(); + } + + public override UniTask Terminate() + { + ApplicationEvents.ResumeTime(); + + return base.Terminate(); + } + } +} diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Dialogs/HorrorPauseDialog.cs.meta b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Dialogs/HorrorPauseDialog.cs.meta new file mode 100644 index 000000000..78045788a --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Dialogs/HorrorPauseDialog.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 65bc692d1b414121a0f26a9c3b96a913 +timeCreated: 1782432355 \ No newline at end of file diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Dialogs/HorrorPauseDialogComponent.cs b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Dialogs/HorrorPauseDialogComponent.cs index 204171459..36fa1e3f1 100644 --- a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Dialogs/HorrorPauseDialogComponent.cs +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Dialogs/HorrorPauseDialogComponent.cs @@ -1,94 +1,10 @@ -using Cysharp.Threading.Tasks; -using Game.Core.Services; -using Game.MVC.Core.Enums; using Game.MVC.Core.Scenes; -using Game.Shared.Bootstrap; -using Game.Shared.Extensions; using R3; using UnityEngine; using UnityEngine.UI; namespace Game.Horror.Dialogs { - public enum PauseResult - { - Resume, - ReturnToTitle, - Quit - } - - public class HorrorPauseDialog : GameDialogScene - { - protected override string AssetPathOrAddress => "HorrorPauseDialog"; - - private InputSystemService _inputService; - - public static async UniTask RunAsync() - { - PauseResult result; - var inputService = GameServiceManager.Get(); - using (inputService.BlockPlayer()) - using (inputService.BlockInputActions(inputService.UI.Inventory)) - { - var sceneService = GameServiceManager.Get(); - result = await sceneService.TransitionDialogAsync(); - } - return result; - } - - public override UniTask PreInitialize() - { - _inputService = GameServiceManager.Get(); - ApplicationEvents.PauseTime(); - return base.PreInitialize(); - } - - public override UniTask Startup() - { - Observable.Merge(_inputService.UI.Cancel.OnPerformedAsObservable(), _inputService.UI.Menu.OnPerformedAsObservable()) - .Where(_ => State.IsProcessing()) - .Subscribe(_ => TrySetResult(default)) - .AddTo(Disposables); - - SceneComponent.OnResume - .Subscribe(_ => - { - SceneComponent.SetInteractable(false); - TrySetResult(PauseResult.Resume); - }) - .AddTo(Disposables); - SceneComponent.OnOption - .SubscribeAwait(async (_, _) => - { - await HorrorOptionDialog.RunAsync(); - }) - .AddTo(Disposables); - SceneComponent.OnReturn - .Subscribe(_ => - { - SceneComponent.SetInteractable(false); - TrySetResult(PauseResult.ReturnToTitle); - }) - .AddTo(Disposables); - SceneComponent.OnQuit - .Subscribe(_ => - { - SceneComponent.SetInteractable(false); - TrySetResult(PauseResult.Quit); - }) - .AddTo(Disposables); - - return base.Startup(); - } - - public override UniTask Terminate() - { - ApplicationEvents.ResumeTime(); - - return base.Terminate(); - } - } - public class HorrorPauseDialogComponent : GameSceneComponent { [SerializeField] 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 835543b95..2415458f0 100644 --- a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/HorrorGameLauncher.cs +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/HorrorGameLauncher.cs @@ -3,6 +3,7 @@ using Game.Core.Services; using Game.Horror.SaveData; using Game.Horror.Scenes; +using Game.Horror.Services; using Game.Shared.Bootstrap; using Game.Shared.Enums; using Game.Shared.SaveData; @@ -25,8 +26,10 @@ public async UniTask StartupAsync() var dbService = GameServiceManager.Get(); await dbService.LoadAsync(); + var audioService = GameServiceManager.Get(); + await audioService.LoadAsync(); + GameServiceManager.Add(); - GameServiceManager.Add(); var gameSceneService = GameServiceManager.Get(); // 共通オブジェクト読み込み @@ -36,17 +39,31 @@ public async UniTask StartupAsync() var saveDataStorage = new SaveDataStorage(); var optionSaveService = new HorrorOptionSaveService(saveDataStorage); await optionSaveService.LoadAsync(); - GameServiceManager.Register(optionSaveService); + GameServiceManager.Register(optionSaveService); HorrorOptionHelper.ApplySaveData(optionSaveService.Data); // キーリバインドのオーバーライドを起動時に適用 var inputSystemService = GameServiceManager.Get(); inputSystemService.LoadBindingOverrides(optionSaveService.Data.InputBindingOverridesJson); + // オーディオ設定 + audioService.SetVolume( + optionSaveService.Data.MasterVolume, + optionSaveService.Data.BgmVolume, + optionSaveService.Data.VoiceVolume, + optionSaveService.Data.SeVolume); + // インベントリ: ロード(マスター整合込み)→ 共有登録(saveDataStorage を共有) var inventorySaveService = new HorrorInventorySaveService(saveDataStorage, dbService); await inventorySaveService.LoadAsync(); - GameServiceManager.Register(inventorySaveService); + GameServiceManager.Register(inventorySaveService); + + var interactionSaveService = new HorrorInteractionSaveService(saveDataStorage, dbService); + await interactionSaveService.LoadAsync(); + GameServiceManager.Register(interactionSaveService); + + var checkpointSaveService = new HorrorCheckpointSaveService(interactionSaveService, inventorySaveService); + GameServiceManager.Register(checkpointSaveService); // 5. 初期シーン遷移 await gameSceneService.TransitionAsync(); @@ -57,6 +74,8 @@ public async UniTask ShutdownAsync() await HorrorGameRootController.UnloadAsync(); var gameSceneService = GameServiceManager.Get(); await gameSceneService.TerminateAllAsync(); + var audioService = GameServiceManager.Get(); + audioService.Unload(); GameServiceManager.Instance.Shutdown(); await UniTask.Yield(); } diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Interaction/DoorInteractable.cs b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Interaction/DoorInteractable.cs deleted file mode 100644 index b0ec0a1bf..000000000 --- a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Interaction/DoorInteractable.cs +++ /dev/null @@ -1,45 +0,0 @@ -using UnityEngine; - -namespace Game.Horror.Interaction -{ - /// - /// 開閉するドア。トグルで開閉状態を切り替える。施錠中(マスターデータの RequiredItemId)は - /// 必要アイテムを所持していなければ実行不可で、初回実行時に解錠する。 - /// 入力方式はマスターデータ(Toggle 指定)に従い、提示動詞のみ開閉状態で切り替える。 - /// - public class DoorInteractable : InteractableBase - { - [Tooltip("開閉アニメーション(任意)。bool パラメータ IsOpen を駆動する")] - [SerializeField] private Animator _animator; - - private static readonly int IsOpenParam = Animator.StringToHash("IsOpen"); - - private bool _isOpen; - private bool _unlocked; - - protected override void Start() - { - base.Start(); - _unlocked = Master == null || Master.RequiredItemId == 0; - } - - public override bool CanInteract() => - _unlocked || (Master != null && InventoryHas(Master.RequiredItemId)); - - public override void Interact() - { - if (!_unlocked) - { - if (Master == null || !InventoryHas(Master.RequiredItemId)) - return; - - _unlocked = true; - } - - _isOpen = !_isOpen; - - if (_animator != null) - _animator.SetBool(IsOpenParam, _isOpen); - } - } -} diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Interaction/HorrorChairInteractable.cs b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Interaction/HorrorChairInteractable.cs new file mode 100644 index 000000000..7940b1e58 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Interaction/HorrorChairInteractable.cs @@ -0,0 +1,65 @@ +using Cysharp.Threading.Tasks; +using Game.Shared.Extensions; +using UnityEngine; +using UnityEngine.Playables; + +namespace Game.Horror.Interaction +{ + public class HorrorChairInteractable : InteractableBase + { + [SerializeField] private PlayableDirector _pushDirector; + [SerializeField] private PlayableDirector _pullDirector; + + private bool _isOpened; + private bool _isBlocking; + + protected override void Start() + { + base.Start(); + } + + public override bool CanInteract() => HasItem(); + + public override void Interact() + { + if (_isBlocking || !CanInteract()) return; + + if (!_isOpened) + OpenAsync().Forget(); + else + CloseAsync().Forget(); + + base.Interact(); + } + + private async UniTask OpenAsync() + { + try + { + _isBlocking = true; + SetInteractionToggle(true); + await _pushDirector.PlayAsync(); + } + finally + { + _isOpened = true; + _isBlocking = false; + } + } + + private async UniTask CloseAsync() + { + try + { + _isBlocking = true; + SetInteractionToggle(false); + await _pullDirector.PlayAsync(); + } + finally + { + _isOpened = false; + _isBlocking = false; + } + } + } +} diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Interaction/HorrorChairInteractable.cs.meta b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Interaction/HorrorChairInteractable.cs.meta new file mode 100644 index 000000000..bb3d55d9c --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Interaction/HorrorChairInteractable.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: dba809e4fc904048a32ead48d23beae6 +timeCreated: 1782526520 \ No newline at end of file diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Interaction/HorrorDoorInteractable.cs b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Interaction/HorrorDoorInteractable.cs new file mode 100644 index 000000000..a7e3a3c0a --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Interaction/HorrorDoorInteractable.cs @@ -0,0 +1,70 @@ +using Cysharp.Threading.Tasks; +using Game.Shared.Extensions; +using UnityEngine; +using UnityEngine.Playables; + +namespace Game.Horror.Interaction +{ + /// + /// 開閉するドア。トグルで開閉状態を切り替える。施錠中(マスターデータの RequiredItemId)は + /// 必要アイテムを所持していなければ実行不可で、初回実行時に解錠する。 + /// 入力方式はマスターデータ(Toggle 指定)に従い、提示動詞のみ開閉状態で切り替える。 + /// + public class HorrorDoorInteractable : InteractableBase + { + [SerializeField] private PlayableDirector _openDirector; + [SerializeField] private PlayableDirector _closeDirector; + + private bool _isOpened; + private bool _isBlocking; + + protected override void Start() + { + base.Start(); + } + + public override bool CanInteract() => HasItem(); + + public override void Interact() + { + if (_isBlocking || !CanInteract()) return; + + if (!_isOpened) + OpenAsync().Forget(); + else + CloseAsync().Forget(); + + base.Interact(); + } + + private async UniTask OpenAsync() + { + try + { + _isBlocking = true; + SetInteractionToggle(true); + await _openDirector.PlayAsync(); + } + finally + { + _isOpened = true; + _isBlocking = false; + } + } + + private async UniTask CloseAsync() + { + try + { + _isBlocking = true; + SetInteractionToggle(false); + await _closeDirector.PlayAsync(); + } + finally + { + _isOpened = false; + _isBlocking = false; + } + } + } +} diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Interaction/DoorInteractable.cs.meta b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Interaction/HorrorDoorInteractable.cs.meta similarity index 100% rename from src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Interaction/DoorInteractable.cs.meta rename to src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Interaction/HorrorDoorInteractable.cs.meta 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 new file mode 100644 index 000000000..dde834c97 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Interaction/HorrorItemInteractable.cs @@ -0,0 +1,36 @@ +namespace Game.Horror.Interaction +{ + /// + /// フィールドのアイテムを拾うインタラクト。マスターデータの GrantItemId をインベントリへ加え、自身を非表示にする。 + /// 効果(付与アイテム・数量)はマスターデータから引き、コードは「拾って付与する」振る舞いのみを担う。 + /// + public class HorrorItemInteractable : InteractableBase + { + protected override void Start() + { + base.Start(); + + gameObject.SetActive(!WasInteracted()); + } + + public override bool CanInteract() => !WasInteracted(); + + public override void Interact() + { + if (!TryPickUpItem()) return; + + gameObject.SetActive(false); + + base.Interact(); + } + + private bool TryPickUpItem() + { + if (Master == null || !Database.HorrorItemMasterTable.TryFindById(Master.GrantItemId, out var itemMaster)) + return false; + + InventorySaveService.Add(itemMaster, Master.GrantQuantity); + return true; + } + } +} diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Interaction/PickItemInteractable.cs.meta b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Interaction/HorrorItemInteractable.cs.meta similarity index 100% rename from src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Interaction/PickItemInteractable.cs.meta rename to src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Interaction/HorrorItemInteractable.cs.meta diff --git a/src/Game.Client/Assets/Programs/Runtime/Shared/Interaction/IInteractable.cs b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Interaction/IInteractable.cs similarity index 58% rename from src/Game.Client/Assets/Programs/Runtime/Shared/Interaction/IInteractable.cs rename to src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Interaction/IInteractable.cs index 7d9b3b24d..54faa15e4 100644 --- a/src/Game.Client/Assets/Programs/Runtime/Shared/Interaction/IInteractable.cs +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Interaction/IInteractable.cs @@ -1,6 +1,8 @@ +using Cysharp.Threading.Tasks; +using Game.Shared.Enums; using UnityEngine; -namespace Game.Shared.Interaction +namespace Game.Horror.Interaction { /// /// インタラクト可能なオブジェクトのインターフェース。 @@ -10,10 +12,16 @@ namespace Game.Shared.Interaction public interface IInteractable { /// - /// 検出の基準となる中心位置。プレイヤーからの距離計算と可視判定(視線の的)に使用する。 + /// 中心位置。 が算出できない場合のフォールバック基準点。 /// Vector3 CenterPosition { get; } + /// + /// 検出の基準となるワールド空間 AABB。距離(表面まで)・視界・遮蔽・狙いの判定に使用する。 + /// 対象のコライダー群から算出する。 + /// + Bounds WorldBounds { get; } + /// /// 起動方式(単発/長押し/トグル)。入力ハンドラが実行タイミングの判断に使う。 /// @@ -40,5 +48,18 @@ public interface IInteractable /// (検出器が保持する唯一の視点。 時は未使用で null 可)。 /// void SetInteractionState(InteractionState state, Camera viewCamera); + + /// + /// 長押し中の進捗(0→1)を提示へ反映する。 + /// が 0 超でゲージを表示・充填し、0 以下で非表示にする。 + /// 状態遷移()とは独立した、押下中の連続値の通知。 + /// Hold 以外の対象は実装不要(no-op でよい)。 + /// + void SetHoldProgress(float progress01); + + /// + /// インタラクト不可能な時にメッセージを表示する + /// + UniTask TryShowRejectionMessage(); } } diff --git a/src/Game.Client/Assets/Programs/Runtime/Shared/Interaction/IInteractable.cs.meta b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Interaction/IInteractable.cs.meta similarity index 100% rename from src/Game.Client/Assets/Programs/Runtime/Shared/Interaction/IInteractable.cs.meta rename to src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Interaction/IInteractable.cs.meta 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 de976e784..7b1b97f97 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 @@ -1,7 +1,12 @@ +using Cysharp.Threading.Tasks; using Game.Core.Services; -using Game.Horror.SaveData; -using Game.Shared.Interaction; +using Game.Horror.Dialogs; +using Game.Horror.Services; +using Game.Shared.Enums; +using Game.Shared.Localization; +using Game.Shared.Scriptable.Database; using Game.Shared.Scriptable.Database.Tables; +using Game.Shared.Services; using UnityEngine; namespace Game.Horror.Interaction @@ -19,35 +24,95 @@ public abstract class InteractableBase : MonoBehaviour, IInteractable [Tooltip("中心位置の上書き。未指定なら自身の transform.position を使う")] [SerializeField] private Transform _centerOverride; + // WorldBounds 算出用のコライダー群(Awake で一度だけ取得し、毎回 .bounds で最新の world AABB を合成する) + [SerializeField] private Collider[] _colliders; + [Tooltip("アウトライン表現を担うコンポーネント")] [SerializeField] private InteractionOutlineHighlighter _highlighter; [Tooltip("対象位置に出すプロンプト表示")] [SerializeField] private InteractionPromptView _promptView; - /// 解決済みのマスターデータ。見つからなければ null。 + protected HorrorInteractionSaveService InteractionSaveService { get; private set; } + protected HorrorInventorySaveService InventorySaveService { get; private set; } + protected HorrorCheckpointSaveService CheckpointSaveService { get; private set; } + + private IScriptableDatabaseService _databaseService; + protected ScriptableDatabase Database => _databaseService.Database; + protected HorrorInteractionMaster Master { get; private set; } + protected virtual void Awake() + { + _colliders = GetComponentsInChildren(includeInactive: true); + } + protected virtual void Start() { - var database = GameServiceManager.Get().Database; - if (database.HorrorInteractionMasterTable.TryFindById(_interactionId, out var master)) + InteractionSaveService = GameServiceManager.Resolve(); + InventorySaveService = GameServiceManager.Resolve(); + CheckpointSaveService = GameServiceManager.Resolve(); + + _databaseService = GameServiceManager.Get(); + if (_databaseService.Database.HorrorInteractionMasterTable.TryFindById(_interactionId, out var master)) { Master = master; + + if (_promptView != null) + _promptView.Initialize(master); } } public Vector3 CenterPosition => _centerOverride != null ? _centerOverride.position : transform.position; + public Bounds WorldBounds + { + get + { + Bounds bounds = default; + bool initialized = false; + + if (_colliders != null) + { + for (int i = 0; i < _colliders.Length; i++) + { + var collider = _colliders[i]; + if (collider == null || !collider.enabled) continue; + + if (!initialized) + { + bounds = collider.bounds; + initialized = true; + } + else + { + bounds.Encapsulate(collider.bounds); + } + } + } + + // コライダーが無ければ中心点の極小 bounds でフォールバック(面積を持たないが検出は成立しうる) + return initialized ? bounds : new Bounds(CenterPosition, Vector3.zero); + } + } + public virtual InteractionInputType InputType => Master != null ? Master.InputType : InteractionInputType.Instant; public virtual float HoldSeconds => Master != null ? Master.HoldSeconds : 0f; + public virtual bool WasInteracted() => InteractionSaveService.Contains(_interactionId); + public virtual bool CanInteract() => true; - public abstract void Interact(); + public virtual void Interact() + { + InteractionSaveService.Add(Master); + + if (Master.CheckpointSave) + CheckpointSaveService.SaveIfDirtyAsync().Forget(); + } public void SetInteractionState(InteractionState state, Camera viewCamera) { @@ -58,23 +123,38 @@ public void SetInteractionState(InteractionState state, Camera viewCamera) _promptView.SetState(state, viewCamera); } + public void SetHoldProgress(float progress01) + { + if (_promptView != null) + _promptView.SetHoldProgress(progress01); + } + + public UniTask TryShowRejectionMessage() + { + if (Master == null || string.IsNullOrEmpty(Master.RejectionMessageLocalizeKey)) + return UniTask.FromResult(false); + + var message = InteractionMessagesLocalizer.Localize(Master.RejectionMessageLocalizeKey); + return HorrorMessageDialog.RunAsync(message); + } + protected virtual void OnDisable() { if (_promptView != null) _promptView.SetState(InteractionState.Hidden, null); } - /// インベントリに指定アイテムを1つ以上所持しているか。 - protected bool InventoryHas(int itemId) + protected void SetInteractionToggle(bool isOn) { - var inventory = GameServiceManager.Resolve(); - foreach (var item in inventory.Data.Items) - { - if (item.ItemId == itemId) - return true; - } + if (_promptView != null) + _promptView.SetInteractionToggle(isOn); + } - return false; + /// インベントリに指定アイテムを1つ以上所持しているか。 + protected bool HasItem() + { + if (Master == null || Master.RequiredItemId == 0) return true; + return InventorySaveService.HasItem(Master.RequiredItemId); } } } diff --git a/src/Game.Client/Assets/Programs/Runtime/Shared/Interaction/InteractionDetector.cs b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Interaction/InteractionDetector.cs similarity index 54% rename from src/Game.Client/Assets/Programs/Runtime/Shared/Interaction/InteractionDetector.cs rename to src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Interaction/InteractionDetector.cs index c6c76bcf1..160ff0c88 100644 --- a/src/Game.Client/Assets/Programs/Runtime/Shared/Interaction/InteractionDetector.cs +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Interaction/InteractionDetector.cs @@ -1,13 +1,16 @@ using System.Collections.Generic; +using Game.Shared.Enums; using UnityEngine; -namespace Game.Shared.Interaction +namespace Game.Horror.Interaction { /// /// プレイヤー周囲のインタラクト対象を検出し、各対象の提示状態を駆動する検出器。 /// 検出範囲()内・カメラ視界内・非遮蔽の対象を「発見可能(Discoverable)」とし、 - /// そのうちインタラクト距離()内で画面中心に最も近い 1 つだけを「実行可能(Actionable)」とする。 - /// 距離判定はプレイヤー位置、視界・遮蔽判定はカメラを基準にする(一人称で視点が頭前方にあるため)。 + /// そのうちインタラクト距離()内で画面中心(レティクル)に最も近い 1 つだけを「実行可能(Actionable)」とする。 + /// 距離判定はプレイヤー位置、視界・遮蔽・狙いはカメラ基準(一人称で視点が頭前方にあるため)。 + /// 対象は点でなく (AABB) で扱い、狙いは画面中心 ray への交差/角度で測る。 + /// 物理 SphereCast を使わないため、対象へ密着しても(cast 開始位置のめり込みで)検出が落ちることがない。 /// public class InteractionDetector : MonoBehaviour { @@ -15,10 +18,10 @@ public class InteractionDetector : MonoBehaviour [SerializeField] private Camera _camera; [Tooltip("発見可能とみなす最大距離(m, プレイヤー基準)")] - [SerializeField] private float _discoverRadius = 6f; + [SerializeField] private float _discoverRadius = 3f; - [Tooltip("インタラクト可能とみなす最大距離(m, プレイヤー基準)。_discoverRadius 以下にする")] - [SerializeField] private float _interactRadius = 3f; + [Tooltip("インタラクト可能とみなす最大距離(m, プレイヤー基準・対象表面まで)。_discoverRadius 以下にする")] + [SerializeField] private float _interactRadius = 1.5f; [Tooltip("検出スキャンの間隔(秒)。毎フレームではなく間引く")] [SerializeField] private float _scanInterval = 0.1f; @@ -29,19 +32,20 @@ public class InteractionDetector : MonoBehaviour [Tooltip("遮蔽判定の対象レイヤー(壁・床・構造物)。対象自身のレイヤー(Interactable)は含めないこと")] [SerializeField] private LayerMask _occluderMask = ~0; - [Tooltip("レティクルからのエイムアシスト用 SphereCast 半径(m)。小さいほど厳密、大きいほど掴みやすい")] - [SerializeField] private float _aimAssistRadius = 0.15f; + [Tooltip("実行可能とみなすエイムアシスト半角(度)。画面中心からこの角度以内の対象のみ Actionable 候補。レティクル直撃は 0 度")] + [SerializeField] private float _aimConeAngle = 12f; + + [Tooltip("現在の Actionable を維持しやすくするヒステリシス角度(度)。僅差での対象切替・点滅を抑える")] + [SerializeField] private float _actionableStickiness = 5f; // 遮蔽レイを対象表面の手前で止め、対象自身の collider への自己ヒットを避けるための余白 private const float OcclusionMargin = 0.05f; - // レティクル SphereCast の原点をカメラ手前へ後退させる量(対象へのめり込みによる検出漏れ対策) - private const float AimCastBackstep = 0.2f; - // 物理クエリ・候補集計用の再利用バッファ(毎スキャンで Clear し GC を避ける) private readonly Collider[] _hitBuffer = new Collider[16]; private readonly HashSet _seen = new(); private readonly List _visible = new(); + private readonly Plane[] _frustumPlanes = new Plane[6]; // 提示状態の差分追跡(前回 / 今回)。Scan 末尾で swap して再利用する private Dictionary _previousStates = new(); @@ -56,7 +60,7 @@ public class InteractionDetector : MonoBehaviour [SerializeField] private bool _drawGizmos = false; [SerializeField] private bool _drawDiscoverRadius = true; [SerializeField] private bool _drawInteractRadius = true; - [SerializeField] private bool _drawAimCast = true; + [SerializeField] private bool _drawReticleRay = true; [SerializeField] private bool _drawOcclusionRays = true; [SerializeField] private bool _drawCameraFrustum = true; [SerializeField] private bool _drawCandidates = true; @@ -64,8 +68,7 @@ public class InteractionDetector : MonoBehaviour // ---- Gizmo 色定数 ---- private static readonly Color GizmoColorDiscoverRadius = Color.cyan; private static readonly Color GizmoColorInteractRadius = Color.yellow; - private static readonly Color GizmoColorAimCastMiss = Color.white; - private static readonly Color GizmoColorAimCastHit = Color.green; + private static readonly Color GizmoColorReticleRay = Color.white; private static readonly Color GizmoColorOcclusionRayClear = Color.green; private static readonly Color GizmoColorOcclusionRayBlocked = Color.red; private static readonly Color GizmoColorFrustum = Color.gray; @@ -79,26 +82,28 @@ private enum GizmoCandidateKind { OutOfView, Occluded, Discoverable, Actionable private readonly struct GizmoCandidate { - public readonly Vector3 Center; + public readonly IInteractable Target; + public readonly Bounds Bounds; + public readonly Vector3 AimPoint; + public readonly float AimScore; public readonly GizmoCandidateKind Kind; - public GizmoCandidate(Vector3 center, GizmoCandidateKind kind) + public GizmoCandidate(IInteractable target, Bounds bounds, Vector3 aimPoint, float aimScore, GizmoCandidateKind kind) { - Center = center; + Target = target; + Bounds = bounds; + AimPoint = aimPoint; + AimScore = aimScore; Kind = kind; } } // ---- 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 _gizmoCamPos; - private Vector3 _gizmoAimOrigin; - private Vector3 _gizmoAimDir; - private float _gizmoAimMaxDist; - private bool _gizmoAimHasHit; - private Vector3 _gizmoAimHitPoint; + private Ray _gizmoReticleRay; private readonly List _gizmoCandidates = new(); - // 遮蔽レイのスナップショット(origin → center、ヒット有無) + // 遮蔽レイのスナップショット(camPos → aimPoint、ヒット有無) private readonly struct GizmoOcclusionRay { public readonly Vector3 From; @@ -119,7 +124,7 @@ public GizmoOcclusionRay(Vector3 from, Vector3 to, bool blocked) /// /// 現在の実行可能(Actionable)対象を取得する。存在しなければ false。Interact 入力の実行先。 /// - public bool TryGetActionable(out IInteractable target) + public bool TryGetTarget(out IInteractable target) { target = IsAlive(_actionable) ? _actionable : null; return target != null; @@ -140,18 +145,21 @@ private void Scan() if (_camera != null) { _gizmoCamPos = _camera.transform.position; + _gizmoReticleRay = _camera.ViewportPointToRay(new Vector3(0.5f, 0.5f, 0f)); } #endif _visible.Clear(); _seen.Clear(); _currentStates.Clear(); + + // ヒステリシス用に直前の Actionable を退避してからクリアする + var previousActionable = _actionable; _actionable = null; if (_camera != null) { - CollectVisible(); - _actionable = SelectActionableByAimCast(); + EvaluateCandidates(previousActionable); for (int i = 0; i < _visible.Count; i++) { @@ -159,45 +167,31 @@ private void Scan() _currentStates[target] = ReferenceEquals(target, _actionable) ? InteractionState.Actionable : InteractionState.Discoverable; - -#if UNITY_EDITOR - // 最終分類を候補リストへ反映する(CollectVisible で Discoverable として仮記録済みの要素を上書き) - var finalKind = ReferenceEquals(target, _actionable) - ? GizmoCandidateKind.Actionable - : GizmoCandidateKind.Discoverable; - var center = target.CenterPosition; - // 仮記録(Discoverable)を最終 kind に差し替える - bool replaced = false; - for (int j = 0; j < _gizmoCandidates.Count; j++) - { - if (_gizmoCandidates[j].Center == center && _gizmoCandidates[j].Kind == GizmoCandidateKind.Discoverable) - { - _gizmoCandidates[j] = new GizmoCandidate(center, finalKind); - replaced = true; - break; - } - } - - // _visible への追加後に Gizmo スナップショットが未登録の場合は追加する - if (!replaced) - { - _gizmoCandidates.Add(new GizmoCandidate(center, finalKind)); - } -#endif } } ApplyStates(); } - // 範囲内の候補から「カメラ視界内かつ非遮蔽」のものを _visible に集める(Discoverable 候補)。 - private void CollectVisible() + /// + /// 範囲内の候補を1本のパイプラインで評価する。 + /// 「カメラ視界内(bounds の一部でも frustum 内)かつ非遮蔽」を Discoverable として に集め、 + /// そのうち「対象表面までの距離が 内 かつ 画面中心からの角度が 内」で + /// 最も画面中心に近い 1 つを に選ぶ。Actionable ⊆ Discoverable が常に保たれる。 + /// + private void EvaluateCandidates(IInteractable previousActionable) { var playerPos = transform.position; - var camPos = _camera.transform.position; + var camTransform = _camera.transform; + var camPos = camTransform.position; + var camForward = camTransform.forward; + var centerRay = _camera.ViewportPointToRay(new Vector3(0.5f, 0.5f, 0f)); - int hitCount = Physics.OverlapSphereNonAlloc( - playerPos, _discoverRadius, _hitBuffer, _interactableMask, QueryTriggerInteraction.Collide); + GeometryUtility.CalculateFrustumPlanes(_camera, _frustumPlanes); + + int hitCount = Physics.OverlapSphereNonAlloc(playerPos, _discoverRadius, _hitBuffer, _interactableMask, QueryTriggerInteraction.Collide); + + float bestScore = float.MaxValue; for (int i = 0; i < hitCount; i++) { @@ -207,96 +201,110 @@ private void CollectVisible() var interactable = hit.GetComponentInParent(); if (interactable == null || !_seen.Add(interactable)) continue; // 複数コライダーの重複を排除 - var center = interactable.CenterPosition; + var bounds = interactable.WorldBounds; - // カメラ視界(frustum)内か - var viewport = _camera.WorldToViewportPoint(center); - if (viewport.z <= 0f || viewport.x < 0f || viewport.x > 1f || viewport.y < 0f || viewport.y > 1f) + // カメラ視界(frustum)内か:bounds の一部でも入っていれば可(中心が画面外でも脱落しない) + if (!GeometryUtility.TestPlanesAABB(_frustumPlanes, bounds)) { #if UNITY_EDITOR - _gizmoCandidates.Add(new GizmoCandidate(center, GizmoCandidateKind.OutOfView)); + _gizmoCandidates.Add(new GizmoCandidate(interactable, bounds, bounds.center, float.NaN, GizmoCandidateKind.OutOfView)); #endif continue; } - // 遮蔽(壁越し)を除外:カメラ→中心の間に遮蔽物があれば不可視 - var toCenter = center - camPos; - float dist = toCenter.magnitude; - if (dist > OcclusionMargin && - Physics.Raycast(camPos, toCenter, dist - OcclusionMargin, _occluderMask, QueryTriggerInteraction.Ignore)) + // 狙いスコア(0=レティクル直撃、度)と、遮蔽判定に使う aimPoint を同時に得る + float aimScore = CalculateAimScore(bounds, centerRay, camPos, camForward, out var aimPoint); + + // 遮蔽(壁越し)を除外:カメラ → aimPoint の間に遮蔽物があれば不可視 + var toAim = aimPoint - camPos; + float aimDist = toAim.magnitude; + if (aimDist > OcclusionMargin && + Physics.Raycast(camPos, toAim, aimDist - OcclusionMargin, _occluderMask, QueryTriggerInteraction.Ignore)) { #if UNITY_EDITOR - _gizmoCandidates.Add(new GizmoCandidate(center, GizmoCandidateKind.Occluded)); - _gizmoOcclusionRays.Add(new GizmoOcclusionRay(camPos, center, blocked: true)); + _gizmoCandidates.Add(new GizmoCandidate(interactable, bounds, aimPoint, aimScore, GizmoCandidateKind.Occluded)); + _gizmoOcclusionRays.Add(new GizmoOcclusionRay(camPos, aimPoint, blocked: true)); #endif continue; } + // ここまで Discoverable + _visible.Add(interactable); + #if UNITY_EDITOR - // 非遮蔽レイもスナップショットに記録する - if (dist > OcclusionMargin) + _gizmoCandidates.Add(new GizmoCandidate(interactable, bounds, aimPoint, aimScore, GizmoCandidateKind.Discoverable)); + if (aimDist > OcclusionMargin) { - _gizmoOcclusionRays.Add(new GizmoOcclusionRay(camPos, center, blocked: false)); + _gizmoOcclusionRays.Add(new GizmoOcclusionRay(camPos, aimPoint, blocked: false)); } - - // _visible.Add より前に Discoverable として仮記録する(Scan の状態決定ループで最終 kind へ差し替える) - _gizmoCandidates.Add(new GizmoCandidate(center, GizmoCandidateKind.Discoverable)); #endif - _visible.Add(interactable); + // Actionable 候補:対象表面までの距離がインタラクト距離内、かつエイムコーン内 + float surfaceDist = (playerPos - bounds.ClosestPoint(playerPos)).magnitude; + if (surfaceDist <= _interactRadius && aimScore <= _aimConeAngle) + { + // 現 Actionable はヒステリシス分だけ優遇し、僅差での乗り換え・点滅を防ぐ + float effectiveScore = ReferenceEquals(interactable, previousActionable) + ? aimScore - _actionableStickiness + : aimScore; + + if (effectiveScore < bestScore) + { + bestScore = effectiveScore; + _actionable = interactable; + } + } } + +#if UNITY_EDITOR + // _actionable 確定後、該当候補の分類を Actionable へ差し替える + for (int i = 0; i < _gizmoCandidates.Count; i++) + { + if (ReferenceEquals(_gizmoCandidates[i].Target, _actionable)) + { + var c = _gizmoCandidates[i]; + _gizmoCandidates[i] = new GizmoCandidate(c.Target, c.Bounds, c.AimPoint, c.AimScore, GizmoCandidateKind.Actionable); + break; + } + } +#endif } /// - /// レティクル(画面中心)から SphereCast を撃ち、ヒットした単一対象を Actionable として返す。 - /// エイムアシスト半径 ぶんの許容を持たせ、レティクルが対象コライダーに - /// 重なっているときのみ成立する。原点はカメラへのめり込み対策で 後退させる。 - /// マスクは Interactable のみ。遮蔽は (中心点への細いレイ遮蔽を通った集合)への - /// 包含チェックで担保し、Actionable ⊆ Discoverable を保証する。 + /// 画面中心(レティクル)からの「狙いの良さ」を角度で返す。0 が最良(レティクル直撃)で、 + /// 値が大きいほど画面中心から外れる。レティクル ray が bounds を貫けば 0、外れたら + /// カメラ前方と bounds 中心方向のなす角(度)。画面投影を使わないため、対象がカメラ平面より + /// 後ろ(深度 z<0)へ回り込む近距離でも反転・破綻しない。 + /// は遮蔽判定に使う狙い点(交差時は交差点、非交差時は bounds 上の最近接点)。 /// - private IInteractable SelectActionableByAimCast() + public static float CalculateAimScore(Bounds bounds, Ray centerRay, Vector3 cameraPosition, Vector3 cameraForward, out Vector3 aimPoint) { - var ray = _camera.ViewportPointToRay(new Vector3(0.5f, 0.5f, 0f)); - var origin = ray.origin - ray.direction * AimCastBackstep; - float maxDist = _interactRadius + AimCastBackstep; - - bool hasHit = Physics.SphereCast(origin, _aimAssistRadius, ray.direction, out var hit, maxDist, _interactableMask, QueryTriggerInteraction.Collide); - -#if UNITY_EDITOR - _gizmoAimOrigin = origin; - _gizmoAimDir = ray.direction; - _gizmoAimMaxDist = maxDist; - _gizmoAimHasHit = hasHit; - _gizmoAimHitPoint = hasHit ? hit.point : Vector3.zero; -#endif - - if (!hasHit) + if (bounds.IntersectRay(centerRay, out float distance)) { - return null; + aimPoint = centerRay.GetPoint(distance); + return 0f; } - var target = hit.collider.GetComponentInParent(); - if (target == null || !_visible.Contains(target)) return null; - - return target; + aimPoint = bounds.ClosestPoint(cameraPosition); + return Vector3.Angle(cameraForward, bounds.center - cameraPosition); } // 前回との差分のみ通知する。今回不在の対象は Hidden に戻し、状態変化のみ反映する。 private void ApplyStates() { - foreach (var pair in _previousStates) + foreach (var (interactable, _) in _previousStates) { - if (!_currentStates.ContainsKey(pair.Key) && IsAlive(pair.Key)) + if (!_currentStates.ContainsKey(interactable) && IsAlive(interactable)) { - pair.Key.SetInteractionState(InteractionState.Hidden, _camera); + interactable.SetInteractionState(InteractionState.Hidden, _camera); } } - foreach (var pair in _currentStates) + foreach (var (interactable, state) in _currentStates) { - if (!_previousStates.TryGetValue(pair.Key, out var previous) || previous != pair.Value) + if (!_previousStates.TryGetValue(interactable, out var previous) || previous != state) { - pair.Key.SetInteractionState(pair.Value, _camera); + interactable.SetInteractionState(state, _camera); } } @@ -306,9 +314,9 @@ private void ApplyStates() // 無効化時、提示中の対象を Hidden に戻して取り残しを防ぐ private void OnDisable() { - foreach (var pair in _previousStates) + foreach (var (interactable, _) in _previousStates) { - if (IsAlive(pair.Key)) pair.Key.SetInteractionState(InteractionState.Hidden, _camera); + if (IsAlive(interactable)) interactable.SetInteractionState(InteractionState.Hidden, _camera); } _previousStates.Clear(); @@ -357,6 +365,12 @@ private void OnDrawGizmos() Gizmos.matrix = Matrix4x4.identity; } + if (_drawReticleRay) + { + Gizmos.color = GizmoColorReticleRay; + Gizmos.DrawLine(_gizmoReticleRay.origin, _gizmoReticleRay.origin + _gizmoReticleRay.direction * _interactRadius); + } + if (_drawOcclusionRays) { foreach (var ray in _gizmoOcclusionRays) @@ -366,12 +380,6 @@ private void OnDrawGizmos() } } - if (_drawAimCast) - { - Gizmos.color = _gizmoAimHasHit ? GizmoColorAimCastHit : GizmoColorAimCastMiss; - DrawSphereCast(_gizmoAimOrigin, _gizmoAimDir, _aimAssistRadius, _gizmoAimMaxDist, _gizmoAimHasHit, _gizmoAimHitPoint); - } - if (_drawCandidates) { foreach (var candidate in _gizmoCandidates) @@ -383,27 +391,12 @@ private void OnDrawGizmos() GizmoCandidateKind.Occluded => GizmoColorCandidateOccluded, _ => GizmoColorCandidateOutOfView, }; - Gizmos.DrawWireSphere(candidate.Center, 0.15f); + // 検出に使った AABB と、狙い点を可視化する + Gizmos.DrawWireCube(candidate.Bounds.center, candidate.Bounds.size); + Gizmos.DrawWireSphere(candidate.AimPoint, 0.08f); } } } - - /// - /// SphereCast の軌道を Gizmo で可視化する。始点・終点に球、軸線で軌跡を表現する。 - /// - /// キャスト始点(AimCastBackstep 後退済みの原点) - /// キャスト方向 - /// 球の半径 - /// 最大距離 - /// ヒットした場合 true - /// ヒット点(hasHit が false の場合は未使用) - private static void DrawSphereCast(Vector3 origin, Vector3 dir, float radius, float maxDist, bool hasHit, Vector3 hitPoint) - { - var endpoint = hasHit ? hitPoint : origin + dir * maxDist; - Gizmos.DrawWireSphere(origin, radius); - Gizmos.DrawWireSphere(endpoint, radius); - Gizmos.DrawLine(origin, endpoint); - } #endif } } diff --git a/src/Game.Client/Assets/Programs/Runtime/Shared/Interaction/InteractionDetector.cs.meta b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Interaction/InteractionDetector.cs.meta similarity index 100% rename from src/Game.Client/Assets/Programs/Runtime/Shared/Interaction/InteractionDetector.cs.meta rename to src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Interaction/InteractionDetector.cs.meta diff --git a/src/Game.Client/Assets/Programs/Runtime/Shared/Interaction/InteractionOutlineHighlighter.cs b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Interaction/InteractionOutlineHighlighter.cs similarity index 98% rename from src/Game.Client/Assets/Programs/Runtime/Shared/Interaction/InteractionOutlineHighlighter.cs rename to src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Interaction/InteractionOutlineHighlighter.cs index c0b562db9..579ca7498 100644 --- a/src/Game.Client/Assets/Programs/Runtime/Shared/Interaction/InteractionOutlineHighlighter.cs +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Interaction/InteractionOutlineHighlighter.cs @@ -1,7 +1,7 @@ using System; using UnityEngine; -namespace Game.Shared.Interaction +namespace Game.Horror.Interaction { /// /// 対象 Renderer の materials にアウトライン用 Material を一時的に追加してハイライトする。 diff --git a/src/Game.Client/Assets/Programs/Runtime/Shared/Interaction/InteractionOutlineHighlighter.cs.meta b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Interaction/InteractionOutlineHighlighter.cs.meta similarity index 100% rename from src/Game.Client/Assets/Programs/Runtime/Shared/Interaction/InteractionOutlineHighlighter.cs.meta rename to src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Interaction/InteractionOutlineHighlighter.cs.meta diff --git a/src/Game.Client/Assets/Programs/Runtime/Shared/Interaction/InteractionPromptView.cs b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Interaction/InteractionPromptView.cs similarity index 59% rename from src/Game.Client/Assets/Programs/Runtime/Shared/Interaction/InteractionPromptView.cs rename to src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Interaction/InteractionPromptView.cs index f52705ff3..7751ea9cc 100644 --- a/src/Game.Client/Assets/Programs/Runtime/Shared/Interaction/InteractionPromptView.cs +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Interaction/InteractionPromptView.cs @@ -1,6 +1,14 @@ +using Game.Core.Services; +using Game.Shared.Enums; +using Game.Shared.Input; +using Game.Shared.Localization; +using Game.Shared.Scriptable.Database.Tables; +using R3; +using TMPro; using UnityEngine; +using UnityEngine.UI; -namespace Game.Shared.Interaction +namespace Game.Horror.Interaction { /// /// インタラクト対象の位置に出すワールド空間プロンプト。対象(Interactable)が所有し、対象プレハブの子として配置する。 @@ -19,10 +27,64 @@ public class InteractionPromptView : MonoBehaviour [Tooltip("実行可能(インタラクトできる)状態の見た目")] [SerializeField] private GameObject _actionableView; + [Tooltip("Hold 長押しの進捗を示す円形ゲージ(Image: Type=Filled / FillMethod=Radial360)。押下中のみ表示する")] + [SerializeField] private Image _holdGauge; + + [Tooltip("画面に対して平行になるように回転するか")] + [SerializeField] private bool _rotation = true; + [Tooltip("画面に対するプロンプトの目標サイズ係数。全対象で同一値にすると画面上のサイズが距離に依らず統一される")] [SerializeField] private float _screenSizeFactor = 0.05f; + [SerializeField] private TextMeshProUGUI _interactionText; + [SerializeField] private TextMeshProUGUI _inputBindingText; + + [SerializeField] private GameObject _inputTypeRoot; + [SerializeField] private TextMeshProUGUI _inputTypeText; + + private HorrorInteractionMaster _master; + private InputSystemService _inputService; + private Camera _viewCamera; + private bool _interactionToggle; + + public void Initialize(HorrorInteractionMaster master) + { + _master = master; + _inputService = GameServiceManager.Get(); + + LocalizationEvents.OnLocaleChanged.Subscribe(_ => SetInteractionText()).AddTo(this); + SetInteractionText(); + + _inputService.OnControlSchemeChanged.Subscribe(_ => SetInputBindingText()).AddTo(this); + _inputService.OnBindingChanged + .Where(x => x == _inputService.Player.Interact) + .Subscribe(_ => SetInputBindingText()).AddTo(this); + InputSystemEvents.OnDeviceChanged.Subscribe(_ => SetInputBindingText()).AddTo(this); + SetInputBindingText(); + + _inputTypeRoot.SetActive(master.InputType == InteractionInputType.Hold); + + SetState(InteractionState.Hidden, null); + } + + private void SetInteractionText() + { + _interactionText.text = !_interactionToggle + ? InteractionLocalizer.Localize(_master.InteractionVerbLocalizeKey) + : InteractionLocalizer.Localize(_master.ReinteractionVerbLocalizeKey); + } + + private void SetInputBindingText() + { + _inputBindingText.text = _inputService.GetBindingDisplayString(_inputService.Player.Interact); + } + + public void SetInteractionToggle(bool isOn) + { + _interactionToggle = isOn; + SetInteractionText(); + } /// /// 提示状態を反映する。Hidden で自身を無効化し、Discoverable/Actionable で対応する見た目だけを出す。 @@ -41,6 +103,21 @@ public void SetState(InteractionState state, Camera viewCamera) gameObject.SetActive(discoverable || actionable); } + /// + /// Hold 長押しの進捗(0→1)を円形ゲージへ反映する。0 超で表示・充填、0 以下で非表示。 + /// 押下中に毎フレーム呼ばれ、中断・完了時は 0 を受けて即座に消える。 + /// + public void SetHoldProgress(float progress01) + { + if (_holdGauge == null) return; + + bool active = progress01 > 0f; + if (_holdGauge.gameObject.activeSelf != active) + _holdGauge.gameObject.SetActive(active); + + _holdGauge.fillAmount = Mathf.Clamp01(progress01); + } + private void LateUpdate() { if (_viewCamera == null) return; @@ -48,7 +125,7 @@ private void LateUpdate() var camTf = _viewCamera.transform; // ビルボード(視点カメラへ正対) - transform.rotation = camTf.rotation; + if (_rotation) transform.rotation = camTf.rotation; // 平行投影は見かけサイズが距離非依存のためスケール補正不要 if (_viewCamera.orthographic) return; diff --git a/src/Game.Client/Assets/Programs/Runtime/Shared/Interaction/InteractionPromptView.cs.meta b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Interaction/InteractionPromptView.cs.meta similarity index 100% rename from src/Game.Client/Assets/Programs/Runtime/Shared/Interaction/InteractionPromptView.cs.meta rename to src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Interaction/InteractionPromptView.cs.meta diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Interaction/PickItemInteractable.cs b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Interaction/PickItemInteractable.cs deleted file mode 100644 index 9d34fd0be..000000000 --- a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Interaction/PickItemInteractable.cs +++ /dev/null @@ -1,24 +0,0 @@ -using Game.Core.Services; -using Game.Horror.SaveData; - -namespace Game.Horror.Interaction -{ - /// - /// フィールドのアイテムを拾うインタラクト。マスターデータの GrantItemId をインベントリへ加え、自身を非表示にする。 - /// 効果(付与アイテム・数量)はマスターデータから引き、コードは「拾って付与する」振る舞いのみを担う。 - /// - public class PickItemInteractable : InteractableBase - { - public override void Interact() - { - if (Master == null) - return; - - var database = GameServiceManager.Get().Database; - if (database.HorrorItemMasterTable.TryFindById(Master.GrantItemId, out var itemMaster)) - GameServiceManager.Resolve().Add(itemMaster, Master.GrantQuantity); - - gameObject.SetActive(false); - } - } -} 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 a31025c9d..e7d966c17 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 @@ -1,11 +1,13 @@ +using Cysharp.Threading.Tasks; using Game.Core.Constants; using Game.Core.Services; +using Game.Horror.Interaction; using Game.Horror.SaveData; using Game.Library.Shared; using Game.Shared.Bootstrap; +using Game.Shared.Enums; using Game.Shared.Extensions; using Game.Shared.Input; -using Game.Shared.Interaction; using R3; using UnityEngine; @@ -41,10 +43,9 @@ public class HorrorPlayerController : MonoBehaviour [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; + private bool _initialized; private InputSystemService _inputService; - private InputSystemService InputService => _inputService ??= GameServiceManager.Get(); - - private ProjectDefaultInputSystem.PlayerActions Player => InputService.Player; + private ProjectDefaultInputSystem.PlayerActions Player => _inputService.Player; private CharacterController _characterController; @@ -57,10 +58,9 @@ public class HorrorPlayerController : MonoBehaviour private float _speed; private bool _jumpTriggered; - // インタラクト(起動入力フラグ/Hold 実行中の対象と経過時間) + // インタラクト(起動入力フラグ/実行中の対象。経過時間は InteractingState ローカル) private bool _interactTriggered; - private IInteractable _holdTarget; - private float _holdElapsed; + private IInteractable _interactTarget; // 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) @@ -103,8 +103,8 @@ public class HorrorPlayerController : MonoBehaviour private const float BobWalkSpeed = 10f; // 歩き:位相速度 rad/s(ゆっくり) private const float BobRunSpeed = 15f; // 走り:位相速度 rad/s(少しだけ速い) private const float BobHorizontalRatio = 0.5f; // 横位置/縦位置 比 - private const float BobWalkRoll = 0.1f; // 歩き:ロール角(度)=知覚される横揺れ - private const float BobRunRoll = 0.2f; // 走り:ロール角(度) + private const float BobWalkRoll = 0.05f; // 歩き:ロール角(度)=知覚される横揺れ + private const float BobRunRoll = 0.1f; // 走り:ロール角(度) private const float BobAmplitudeResponse = 10f; // 強度イーズの応答 private const float IdleSwaySpeed = 1.2f; // アイドル:位相速度 rad/s(呼吸 ~5秒周期) @@ -115,6 +115,9 @@ public class HorrorPlayerController : MonoBehaviour public void Initialize(HorrorOptionSaveData data) { + _inputService = GameServiceManager.Get(); + _inputService.EnablePlayer(); + 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 +144,8 @@ public void Initialize(HorrorOptionSaveData data) ) .Subscribe(_ => ApplicationEvents.HideCursor()) .AddTo(this); + + _initialized = true; } public void ApplyOptions(HorrorOptionSaveData data) @@ -162,18 +167,21 @@ public void ApplyOptions(HorrorOptionSaveData data) #region MonoBehaviour Methods - protected void OnEnable() => InputService.EnablePlayer(); - - protected void OnDisable() => InputService.DisablePlayer(); + protected void OnDestroy() + { + if (_initialized) _inputService.DisablePlayer(); + } protected void Update() { + if (!_initialized) return; UpdateInput(); _stateMachine?.Update(); } protected void FixedUpdate() { + if (!_initialized) return; _stateMachine?.FixedUpdate(); } @@ -244,34 +252,34 @@ private bool CanJump() } /// - /// 立てられた起動入力フラグを消費してインタラクトを開始する。Idle/Moving ステートの Update から呼ばれ、 - /// 単発/トグルはその場で実行し(状態は変えない)、Hold は対象を保持して true を返す(遷移は呼び出し元ステートが行う)。 + /// 立てられた起動入力フラグを消費し、インタラクト対象があれば保持して遷移要否を返す。 + /// Idle/Moving ステートの Update から呼ばれ、実際の実行(可否判定・効果・拒否メッセージ)は + /// 入力タイプを問わず InteractingState 内で一括処理する。 /// - /// Hold 開始で InteractingState へ遷移すべきなら true。 - private bool TryBeginInteraction() + /// 対象を保持し InteractingState へ遷移すべきなら true。 + private bool TryInteraction() { if (!_interactTriggered) return false; _interactTriggered = false; - if (_interactionDetector == null || !_interactionDetector.TryGetActionable(out var target)) + if (_interactionDetector == null || !_interactionDetector.TryGetTarget(out var target)) return false; - if (!target.CanInteract()) - return false; - - if (target.InputType == InteractionInputType.Hold) - { - _holdTarget = target; - return true; - } - - // 単発 / トグル:状態を変えずその場で実行 - target.Interact(); - return false; + // 可否・InputType を問わず、対象があればインタラクトステートで一括処理する + _interactTarget = target; + return true; } + /// + /// 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、 + /// elapsed が holdSeconds を超えた最終フレームでは 1 を超える生値を返しうる。 + /// + public static float CalculateHoldProgress(float elapsed, float holdSeconds) + => holdSeconds > 0f ? elapsed / holdSeconds : 1f; + private bool IsGrounded() => _characterController.isGrounded; private bool IsMoving() => _speed > 0f; private bool IsWalking() => _speed >= _walkSpeed && _speed < _runSpeed; @@ -431,8 +439,8 @@ public override void Update() return; } - // インタラクト起動チェック(Hold は Interacting へ遷移) - if (ctx.TryBeginInteraction()) + // インタラクト起動チェック + if (ctx.TryInteraction()) { StateMachine.Transition(StateEvent.Interact); return; @@ -468,8 +476,8 @@ public override void Update() return; } - // インタラクト起動チェック(Hold は Interacting へ遷移) - if (ctx.TryBeginInteraction()) + // インタラクト起動チェック + if (ctx.TryInteraction()) { StateMachine.Transition(StateEvent.Interact); return; @@ -521,45 +529,82 @@ public override void FixedUpdate() } /// - /// インタラクト(Hold)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。 - /// ボタン解放・対象喪失・視線外し・実行不可化で中断し、長押し閾値到達で効果を発火する。 + /// 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。 + /// 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 { - public override void Enter() => Context._holdElapsed = 0f; + private bool _completed; + + public override void Enter() + { + _completed = false; + RunAsync(Context._interactTarget).Forget(); + } public override void Update() { - var ctx = Context; - ctx.ApplyRotation(); // 視点回転のみ許可 + Context.ApplyRotation(); // 拘束中は視点回転のみ許可 + 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); - var target = ctx._holdTarget; + public override void Exit() + { + var ctx = Context; + ctx._interactTarget?.SetHoldProgress(0f); // 中断・完了とも即非表示 + ctx._interactTarget = null; + _completed = false; + } - // 中断条件:対象喪失 / 視線を外した / ボタン解放 / 実行不可化 - var stillAimed = ctx._interactionDetector != null - && ctx._interactionDetector.TryGetActionable(out var current) - && current == target; - if (target == null || !stillAimed || !ctx.Player.Interact.IsPressed() || !target.CanInteract()) + // 1 回のインタラクトを開始~効果発火まで逐次処理する。 + // 拒否(メッセージ)/単発・トグル(即時)/長押し(進捗)を 1 本のフローで扱う。 + private async UniTask RunAsync(IInteractable target) + { + if (!target.CanInteract()) { - StateMachine.Transition(StateEvent.EndInteract); - return; + await target.TryShowRejectionMessage(); } - - ctx._holdElapsed += Time.deltaTime; - if (ctx._holdElapsed >= target.HoldSeconds) + else if (target.InputType == InteractionInputType.Hold) + { + await RunHoldAsync(target); + } + else { target.Interact(); - 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); + _completed = true; + } - public override void Exit() + private async UniTask RunHoldAsync(IInteractable target) { - Context._holdTarget = null; - Context._holdElapsed = 0f; + var ctx = Context; + var elapsed = 0f; + target.SetHoldProgress(0f); + + while (true) + { + // 中断条件:対象喪失 / 視線を外した / ボタン解放 / 実行不可化 + var stillAimed = ctx._interactionDetector != null + && ctx._interactionDetector.TryGetTarget(out var current) + && current == target; + if (!stillAimed || !ctx.Player.Interact.IsPressed() || !target.CanInteract()) + return; + + elapsed += Time.deltaTime; + target.SetHoldProgress(CalculateHoldProgress(elapsed, target.HoldSeconds)); + + if (elapsed >= target.HoldSeconds) + { + target.Interact(); + return; + } + + await UniTask.Yield(PlayerLoopTiming.Update); + } } } diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Player/RotationLagFollower.cs b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Player/RotationLagFollower.cs new file mode 100644 index 000000000..c158265c0 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Player/RotationLagFollower.cs @@ -0,0 +1,47 @@ +using UnityEngine; + +namespace Game.Horror.Player +{ + /// + /// 親(カメラ)のワールド回転に一次遅れで追従させ、手持ちアイテムの慣性ラグを表現する。 + /// 位置は親子の剛体追従のまま、向きだけを遅延させる。カメラ回転が確定する Update の後に適用するため + /// で処理する。 + /// + public class RotationLagFollower : MonoBehaviour + { + [SerializeField] private Camera _camera; + + [Tooltip("追従の応答速度 k(1-exp(-k・dt))。大きいほど即時、小さいほど遅れる")] + [SerializeField] private float _followSpeed = 36f; + + // prefab の照射軸補正回転を基準として保持(カメラ正面時にライトが向くべき向き) + private Quaternion _baseLocalRotation; + + // 一次遅れで追従する現在のワールド回転 + private Quaternion _currentRotation; + + protected void Awake() + { + _baseLocalRotation = transform.localRotation; + if (_camera == null) _camera = GetComponentInParent(); + } + + // 初期化フレームでの飛びを防ぐため目標へスナップしておく + protected void Start() => _currentRotation = TargetRotation(); + + protected void LateUpdate() + { + if (_camera == null) return; + + // フレームレート非依存の指数補間で目標へ追従(HorrorPlayerController の補間と統一) + var t = 1f - Mathf.Exp(-_followSpeed * Time.deltaTime); + _currentRotation = Quaternion.Slerp(_currentRotation, TargetRotation(), t); + + // ワールド回転のみ上書き。localPosition は不変なので位置はカメラに即追従し、向きだけ遅延する + transform.rotation = _currentRotation; + } + + // カメラに剛体追従したときの向き(追従の目標)。_baseLocalRotation がモデル照射軸の補正。 + private Quaternion TargetRotation() => _camera.transform.rotation * _baseLocalRotation; + } +} diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Player/RotationLagFollower.cs.meta b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Player/RotationLagFollower.cs.meta new file mode 100644 index 000000000..c42a3ec06 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Player/RotationLagFollower.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 57acd900bf4ba2c4cbcfd0a9d78cf1a5 \ No newline at end of file diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/SaveData/HorrorInteractionSaveData.cs b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/SaveData/HorrorInteractionSaveData.cs new file mode 100644 index 000000000..5b247a316 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/SaveData/HorrorInteractionSaveData.cs @@ -0,0 +1,13 @@ +using System.Collections.Generic; +using MemoryPack; + +namespace Game.Horror.SaveData +{ + [MemoryPackable] + public partial class HorrorInteractionSaveData + { + public int Version { get; set; } = 1; + + public List InteractionIds { get; set; } = new(); + } +} diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/SaveData/HorrorInteractionSaveData.cs.meta b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/SaveData/HorrorInteractionSaveData.cs.meta new file mode 100644 index 000000000..2f51aae27 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/SaveData/HorrorInteractionSaveData.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 716cbae0b56a49b4a73bf9b097aaa449 +timeCreated: 1782443127 \ No newline at end of file diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/SaveData/HorrorOptionSaveService.cs b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/SaveData/HorrorOptionSaveService.cs index 51dcc45b2..f05eb96e4 100644 --- a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/SaveData/HorrorOptionSaveService.cs +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/SaveData/HorrorOptionSaveService.cs @@ -1,9 +1,9 @@ using Game.Core.Services; -using Game.Shared.Enums; +using Game.Horror.SaveData; using Game.Shared.SaveData; using UnityEngine; -namespace Game.Horror.SaveData +namespace Game.Horror.Services { /// /// Horror オプション設定のセーブサービス。 を継承し、 @@ -12,7 +12,7 @@ namespace Game.Horror.SaveData /// public class HorrorOptionSaveService : SaveServiceBase, IGameService { - protected override string SaveKey => "horror_option_settings"; + protected override string SaveKey => "horror_option"; protected override int CurrentVersion => 1; public HorrorOptionSaveService(ISaveDataStorage storage) : base(storage) @@ -155,28 +155,28 @@ public void SetInputBindingOverrides(string json) public void SetMasterVolume(float value) { if (Data == null) return; - Data.MasterVolume = Mathf.Clamp01(value); + Data.MasterVolume = Mathf.Clamp(value, 1f, 10f); MarkDirty(); } public void SetBgmVolume(float value) { if (Data == null) return; - Data.BgmVolume = Mathf.Clamp01(value); + Data.BgmVolume = Mathf.Clamp(value, 1f, 10f); MarkDirty(); } public void SetVoiceVolume(float value) { if (Data == null) return; - Data.VoiceVolume = Mathf.Clamp01(value); + Data.VoiceVolume = Mathf.Clamp(value, 1f, 10f); MarkDirty(); } public void SetSeVolume(float value) { if (Data == null) return; - Data.SeVolume = Mathf.Clamp01(value); + Data.SeVolume = Mathf.Clamp(value, 1f, 10f); MarkDirty(); } 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 474f8d0f7..1cc3e6979 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 @@ -2,7 +2,7 @@ using Game.Core.Services; using Game.Horror.Dialogs; using Game.Horror.Player; -using Game.Horror.SaveData; +using Game.Horror.Services; using Game.MVC.Core.Enums; using Game.MVC.Core.Scenes; using Game.Shared.Bootstrap; diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Services.meta b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Services.meta new file mode 100644 index 000000000..292b372cd --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Services.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: fb6f9e0161124350a227c701cd4d1640 +timeCreated: 1782452115 \ No newline at end of file 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 new file mode 100644 index 000000000..e0e97155e --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Services/HorrorCheckpointSaveService.cs @@ -0,0 +1,24 @@ +using Cysharp.Threading.Tasks; +using Game.Core.Services; +using Game.Horror.Services.Interfaces; + +namespace Game.Horror.Services +{ + public class HorrorCheckpointSaveService : IHorrorCheckpointSaveService, IGameService + { + private readonly IHorrorInteractionSaveService _interaction; + private readonly IHorrorInventorySaveService _inventory; + + public HorrorCheckpointSaveService(IHorrorInteractionSaveService interaction, IHorrorInventorySaveService inventory) + { + _interaction = interaction; + _inventory = inventory; + } + + public async UniTask SaveIfDirtyAsync() + { + await _interaction.SaveIfDirtyAsync(); + await _inventory.SaveIfDirtyAsync(); + } + } +} diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Services/HorrorCheckpointSaveService.cs.meta b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Services/HorrorCheckpointSaveService.cs.meta new file mode 100644 index 000000000..96a3e8d47 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Services/HorrorCheckpointSaveService.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 71b4b34410c94e7598984bee0e2278cc +timeCreated: 1782452132 \ No newline at end of file diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Services/HorrorInteractionSaveService.cs b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Services/HorrorInteractionSaveService.cs new file mode 100644 index 000000000..c6e6aa593 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Services/HorrorInteractionSaveService.cs @@ -0,0 +1,56 @@ +using Game.Core.Services; +using Game.Horror.SaveData; +using Game.Horror.Services.Interfaces; +using Game.Shared.SaveData; +using Game.Shared.Scriptable.Database.Tables; +using Game.Shared.Services; +using UnityEngine; + +namespace Game.Horror.Services +{ + public class HorrorInteractionSaveService : SaveServiceBase, IHorrorInteractionSaveService, IGameService + { + protected override string SaveKey => "horror_interaction"; + protected override int CurrentVersion => 1; + + private readonly IScriptableDatabaseService _databaseService; + + public HorrorInteractionSaveService(ISaveDataStorage storage, IScriptableDatabaseService databaseService) : base(storage) + { + _databaseService = databaseService; + } + + public void Add(HorrorInteractionMaster master) + { + if (master == null) return; + + if (!Contains(master.Id)) + { + Data.InteractionIds.Add(master.Id); + MarkDirty(); + } + } + + public bool Contains(int id) => Data.InteractionIds.Contains(id); + + protected override void OnDataLoaded(HorrorInteractionSaveData data) + { + var database = _databaseService.Database; + // 逆順走査 + for (int i = data.InteractionIds.Count - 1; i >= 0; i--) + { + var id = data.InteractionIds[i]; + if (!database.HorrorInteractionMasterTable.TryFindById(id, out _)) + data.InteractionIds.RemoveAt(i); + } + } + + protected override int GetDataVersion(HorrorInteractionSaveData data) => data.Version; + + protected override void MigrateData(HorrorInteractionSaveData data, int fromVersion) + { + data.Version = CurrentVersion; + Debug.Log($"[HorrorInteractionSaveService] Migrated from version {fromVersion} to {CurrentVersion}"); + } + } +} diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Services/HorrorInteractionSaveService.cs.meta b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Services/HorrorInteractionSaveService.cs.meta new file mode 100644 index 000000000..bfa4301ff --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Services/HorrorInteractionSaveService.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 8f8f9524f8a74cdab63e78621073061e +timeCreated: 1782443315 \ No newline at end of file diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/SaveData/HorrorInventorySaveService.cs b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Services/HorrorInventorySaveService.cs similarity index 86% rename from src/Game.Client/Assets/Programs/Runtime/MVC/Horror/SaveData/HorrorInventorySaveService.cs rename to src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Services/HorrorInventorySaveService.cs index 53b1f59de..37a82f6a8 100644 --- a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/SaveData/HorrorInventorySaveService.cs +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Services/HorrorInventorySaveService.cs @@ -1,15 +1,17 @@ using Game.Core.Services; +using Game.Horror.SaveData; +using Game.Horror.Services.Interfaces; using Game.Shared.SaveData; using Game.Shared.Scriptable.Database.Tables; using Game.Shared.Services; using UnityEngine; -namespace Game.Horror.SaveData +namespace Game.Horror.Services { /// /// Horror インベントリのセーブサービス。所持アイテムの状態保持と永続化を担う。 /// - public class HorrorInventorySaveService : SaveServiceBase, IGameService + public class HorrorInventorySaveService : SaveServiceBase, IHorrorInventorySaveService, IGameService { protected override string SaveKey => "horror_inventory"; protected override int CurrentVersion => 1; @@ -42,6 +44,17 @@ public void Add(HorrorItemMaster master, int addCount) MarkDirty(); } + public bool HasItem(int itemId) + { + foreach (var item in Data.Items) + { + if (item.ItemId == itemId) + return true; + } + + return false; + } + protected override void OnDataLoaded(HorrorInventorySaveData data) { var database = _databaseService.Database; diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/SaveData/HorrorInventorySaveService.cs.meta b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Services/HorrorInventorySaveService.cs.meta similarity index 100% rename from src/Game.Client/Assets/Programs/Runtime/MVC/Horror/SaveData/HorrorInventorySaveService.cs.meta rename to src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Services/HorrorInventorySaveService.cs.meta diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Services/Interfaces.meta b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Services/Interfaces.meta new file mode 100644 index 000000000..2526c3e68 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Services/Interfaces.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: ccfaa8622b7c494f9d537a95c7dcab2d +timeCreated: 1782453072 \ No newline at end of file diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Services/Interfaces/IHorrorCheckpointSaveService.cs b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Services/Interfaces/IHorrorCheckpointSaveService.cs new file mode 100644 index 000000000..6a044cee5 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Services/Interfaces/IHorrorCheckpointSaveService.cs @@ -0,0 +1,9 @@ +using Cysharp.Threading.Tasks; + +namespace Game.Horror.Services.Interfaces +{ + public interface IHorrorCheckpointSaveService + { + UniTask SaveIfDirtyAsync(); + } +} diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Services/Interfaces/IHorrorCheckpointSaveService.cs.meta b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Services/Interfaces/IHorrorCheckpointSaveService.cs.meta new file mode 100644 index 000000000..7898b96d0 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Services/Interfaces/IHorrorCheckpointSaveService.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: bcb93729249f4d9190a162c9ddd3916c +timeCreated: 1782453094 \ No newline at end of file diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Services/Interfaces/IHorrorInteractionSaveService.cs b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Services/Interfaces/IHorrorInteractionSaveService.cs new file mode 100644 index 000000000..762f5f6e6 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Services/Interfaces/IHorrorInteractionSaveService.cs @@ -0,0 +1,9 @@ +using Cysharp.Threading.Tasks; + +namespace Game.Horror.Services.Interfaces +{ + public interface IHorrorInteractionSaveService + { + UniTask SaveIfDirtyAsync(); + } +} diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Services/Interfaces/IHorrorInteractionSaveService.cs.meta b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Services/Interfaces/IHorrorInteractionSaveService.cs.meta new file mode 100644 index 000000000..6dc1d46e7 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Services/Interfaces/IHorrorInteractionSaveService.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 431c65a66a824b06a428c55080c9d08c +timeCreated: 1782453233 \ 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 new file mode 100644 index 000000000..4da6d45ee --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Services/Interfaces/IHorrorInventorySaveService.cs @@ -0,0 +1,9 @@ +using Cysharp.Threading.Tasks; + +namespace Game.Horror.Services.Interfaces +{ + public interface IHorrorInventorySaveService + { + UniTask SaveIfDirtyAsync(); + } +} diff --git a/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Services/Interfaces/IHorrorInventorySaveService.cs.meta b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Services/Interfaces/IHorrorInventorySaveService.cs.meta new file mode 100644 index 000000000..6ceb29cf7 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/MVC/Horror/Services/Interfaces/IHorrorInventorySaveService.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 63aeb33cf1eb4ffabbf3255a7dd6d856 +timeCreated: 1782453520 \ No newline at end of file diff --git a/src/Game.Client/Assets/Programs/Runtime/MVP/Survivor/Server/NullAudioService.cs b/src/Game.Client/Assets/Programs/Runtime/MVP/Survivor/Server/NullAudioService.cs index 829a293c3..3d127208e 100644 --- a/src/Game.Client/Assets/Programs/Runtime/MVP/Survivor/Server/NullAudioService.cs +++ b/src/Game.Client/Assets/Programs/Runtime/MVP/Survivor/Server/NullAudioService.cs @@ -10,8 +10,8 @@ namespace Game.MVP.Survivor.Server /// public class NullAudioService : IAudioService { - public void Startup() { } - public void Shutdown() { } + public UniTask LoadAsync() => UniTask.CompletedTask; + public void Unload() { } public UniTask PlayBgmAsync(string assetName, CancellationToken token = default) => UniTask.CompletedTask; public UniTask StopBgmAsync(CancellationToken token = default) => UniTask.CompletedTask; public UniTask PlayVoiceAsync(string assetName, CancellationToken token = default) => UniTask.CompletedTask; @@ -21,6 +21,6 @@ public void Shutdown() { } public UniTask PlayAsync(int[] audioIds, CancellationToken token = default) => UniTask.CompletedTask; public UniTask PlayRandomOneAsync(AudioPlayTag audioPlayTag, CancellationToken token = default) => UniTask.CompletedTask; public UniTask PlayRandomOneAsync(AudioCategory audioCategory, AudioPlayTag audioPlayTag, CancellationToken token = default) => UniTask.CompletedTask; - public void SetVolume(float bgm, float voice, float sfx) { } + public void SetVolume(float master, float bgm, float voice, float sfx) { } } } diff --git a/src/Game.Client/Assets/Programs/Runtime/MVP/Survivor/SurvivorGameRunner.cs b/src/Game.Client/Assets/Programs/Runtime/MVP/Survivor/SurvivorGameRunner.cs index da62e16d8..ebbf6221a 100644 --- a/src/Game.Client/Assets/Programs/Runtime/MVP/Survivor/SurvivorGameRunner.cs +++ b/src/Game.Client/Assets/Programs/Runtime/MVP/Survivor/SurvivorGameRunner.cs @@ -90,7 +90,7 @@ public SurvivorGameRunner( public async UniTask StartupAsync() { // 1. サービス起動 - _audioService.Startup(); + await _audioService.LoadAsync(); _inputService.Startup(); // 2. マスターデータ読み込み @@ -232,7 +232,7 @@ public async UniTask ShutdownAsync() await _sceneService.TerminateAllAsync(); // サービスシャットダウン - _audioService.Shutdown(); + _audioService.Unload(); _inputService.Shutdown(); // 永続オブジェクトの登録解除 diff --git a/src/Game.Client/Assets/Programs/Runtime/Shared/Interaction.meta b/src/Game.Client/Assets/Programs/Runtime/Shared/Audio.meta similarity index 77% rename from src/Game.Client/Assets/Programs/Runtime/Shared/Interaction.meta rename to src/Game.Client/Assets/Programs/Runtime/Shared/Audio.meta index e6efa31b1..7ec4b4450 100644 --- a/src/Game.Client/Assets/Programs/Runtime/Shared/Interaction.meta +++ b/src/Game.Client/Assets/Programs/Runtime/Shared/Audio.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 436f82b9ac90e6f4f839a834e889b5a0 +guid: 1415769897049634fab01b441e2e6e33 folderAsset: yes DefaultImporter: externalObjects: {} diff --git a/src/Game.Client/Assets/Programs/Runtime/Shared/Audio/AudioServiceComponent.cs b/src/Game.Client/Assets/Programs/Runtime/Shared/Audio/AudioServiceComponent.cs new file mode 100644 index 000000000..0fcd93cc3 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/Shared/Audio/AudioServiceComponent.cs @@ -0,0 +1,20 @@ +using UnityEngine; +using UnityEngine.Audio; + +namespace Game.Shared +{ + public class AudioServiceComponent : MonoBehaviour + { + [SerializeField] private AudioMixer _audioMixer; + + [SerializeField] private AudioSource _bgmSource; + [SerializeField] private AudioSource _voiceSource; + [SerializeField] private AudioSource _seSource; + + public AudioMixer AudioMixer => _audioMixer; + + public AudioSource BgmSource => _bgmSource; + public AudioSource VoiceSource => _voiceSource; + public AudioSource SeSource => _seSource; + } +} diff --git a/src/Game.Client/Assets/Programs/Runtime/Shared/Audio/AudioServiceComponent.cs.meta b/src/Game.Client/Assets/Programs/Runtime/Shared/Audio/AudioServiceComponent.cs.meta new file mode 100644 index 000000000..4e6020d6c --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/Shared/Audio/AudioServiceComponent.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 3f5820100be82bd4ca1aef35b105ac55 \ No newline at end of file diff --git a/src/Game.Client/Assets/Programs/Runtime/Shared/Constants/AppConstants.cs b/src/Game.Client/Assets/Programs/Runtime/Shared/Constants/AppConstants.cs index 9ee53ba88..e206d0187 100644 --- a/src/Game.Client/Assets/Programs/Runtime/Shared/Constants/AppConstants.cs +++ b/src/Game.Client/Assets/Programs/Runtime/Shared/Constants/AppConstants.cs @@ -6,19 +6,6 @@ public static class AppConstants public const string GameRootScene = "GameRootScene"; } - public static class InputConstants - { - public const string DefaultControlScheme = KeyboardAndMouse; - public const string KeyboardAndMouse = "Keyboard&Mouse"; - public const string Gamepad = "Gamepad"; - public const string Touch = "Touch"; - public const string Joystick = "Joystick"; - public const string XR = "XR"; - - /// 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; - } - /// /// 時間関連の定数 /// diff --git a/src/Game.Client/Assets/Programs/Runtime/Shared/Constants/InputControlSchemes.cs b/src/Game.Client/Assets/Programs/Runtime/Shared/Constants/InputControlSchemes.cs new file mode 100644 index 000000000..c5d642ce5 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/Shared/Constants/InputControlSchemes.cs @@ -0,0 +1,18 @@ +namespace Game.Shared.Constants +{ + public static class InputControlSchemes + { + public const string DefaultControlScheme = KeyboardAndMouse; + public const string KeyboardAndMouse = "Keyboard&Mouse"; + public const string Gamepad = "Gamepad"; + public const string Touch = "Touch"; + public const string Joystick = "Joystick"; + public const string XR = "XR"; + } + + public static class InputConstants + { + /// 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/InputControlSchemes.cs.meta b/src/Game.Client/Assets/Programs/Runtime/Shared/Constants/InputControlSchemes.cs.meta new file mode 100644 index 000000000..1098c759a --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/Shared/Constants/InputControlSchemes.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: c57df0e77c904571bdee7a05c181a052 +timeCreated: 1782416087 \ No newline at end of file diff --git a/src/Game.Client/Assets/Programs/Runtime/Shared/Constants/LocalizationConstants.cs b/src/Game.Client/Assets/Programs/Runtime/Shared/Constants/LocalizationConstants.cs new file mode 100644 index 000000000..99b738a5e --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/Shared/Constants/LocalizationConstants.cs @@ -0,0 +1,9 @@ +namespace Game.Shared.Constants +{ + public static class LocalizationConstants + { + public const string InputControlsTable = "InputControls"; + public const string InteractionsTable = "Interactions"; + public const string InteractionMessagesTable = "InteractionMessages"; + } +} diff --git a/src/Game.Client/Assets/Programs/Runtime/Shared/Constants/LocalizationConstants.cs.meta b/src/Game.Client/Assets/Programs/Runtime/Shared/Constants/LocalizationConstants.cs.meta new file mode 100644 index 000000000..6b79e8af5 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/Shared/Constants/LocalizationConstants.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: efbf6190ee6a4257b47c28e6be9e8e0e +timeCreated: 1782405444 \ No newline at end of file diff --git a/src/Game.Client/Assets/Programs/Runtime/Shared/Interaction/InteractionInputType.cs b/src/Game.Client/Assets/Programs/Runtime/Shared/Enums/InteractionEnums.cs similarity index 51% rename from src/Game.Client/Assets/Programs/Runtime/Shared/Interaction/InteractionInputType.cs rename to src/Game.Client/Assets/Programs/Runtime/Shared/Enums/InteractionEnums.cs index 179a17c07..4a472a05e 100644 --- a/src/Game.Client/Assets/Programs/Runtime/Shared/Interaction/InteractionInputType.cs +++ b/src/Game.Client/Assets/Programs/Runtime/Shared/Enums/InteractionEnums.cs @@ -1,4 +1,4 @@ -namespace Game.Shared.Interaction +namespace Game.Shared.Enums { /// /// インタラクトの起動方式。入力ハンドラがこの値を見て「いつ を呼ぶか」を決める。 @@ -15,4 +15,19 @@ public enum InteractionInputType /// 押下のたびに状態を交互に切り替える(扉の開閉等)。 Toggle, } + + /// + /// インタラクト対象の提示状態。検出器が距離・可視性から判定し、対象側のプロンプト表示へ反映する。 + /// + public enum InteractionState + { + /// 非提示(検出範囲外・視界外・遮蔽)。 + Hidden, + + /// 発見可能。対象だと分かるが、まだインタラクトできない(距離が遠い)。複数同時に成立しうる。 + Discoverable, + + /// インタラクト可能。画面中心に最も近い単一対象のみが成立する。 + Actionable, + } } diff --git a/src/Game.Client/Assets/Programs/Runtime/Shared/Interaction/InteractionInputType.cs.meta b/src/Game.Client/Assets/Programs/Runtime/Shared/Enums/InteractionEnums.cs.meta similarity index 100% rename from src/Game.Client/Assets/Programs/Runtime/Shared/Interaction/InteractionInputType.cs.meta rename to src/Game.Client/Assets/Programs/Runtime/Shared/Enums/InteractionEnums.cs.meta diff --git a/src/Game.Client/Assets/Programs/Runtime/Shared/Extensions/PlayableDirectorExtensions.cs b/src/Game.Client/Assets/Programs/Runtime/Shared/Extensions/PlayableDirectorExtensions.cs new file mode 100644 index 000000000..0176ab893 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/Shared/Extensions/PlayableDirectorExtensions.cs @@ -0,0 +1,24 @@ +using System.Threading; +using Cysharp.Threading.Tasks; +using R3; +using UnityEngine.Playables; + +namespace Game.Shared.Extensions +{ + public static class PlayableDirectorExtensions + { + public static UniTask PlayAsync(this PlayableDirector director, CancellationToken cancellationToken = default) + { + director.Play(); + return director.OnStoppedAsObservable().FirstAsync(cancellationToken).AsUniTask(); + } + + public static Observable OnStoppedAsObservable(this PlayableDirector director) + { + return Observable.FromEvent( + h => director.stopped += h, + h => director.stopped -= h + ); + } + } +} diff --git a/src/Game.Client/Assets/Programs/Runtime/Shared/Extensions/PlayableDirectorExtensions.cs.meta b/src/Game.Client/Assets/Programs/Runtime/Shared/Extensions/PlayableDirectorExtensions.cs.meta new file mode 100644 index 000000000..fc3200261 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/Shared/Extensions/PlayableDirectorExtensions.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: e467060dc2594bddac12d7cb48963aa2 +timeCreated: 1782272302 \ No newline at end of file diff --git a/src/Game.Client/Assets/Programs/Runtime/Shared/Interaction/InteractionState.cs b/src/Game.Client/Assets/Programs/Runtime/Shared/Interaction/InteractionState.cs deleted file mode 100644 index 8deac2380..000000000 --- a/src/Game.Client/Assets/Programs/Runtime/Shared/Interaction/InteractionState.cs +++ /dev/null @@ -1,17 +0,0 @@ -namespace Game.Shared.Interaction -{ - /// - /// インタラクト対象の提示状態。検出器が距離・可視性から判定し、対象側のプロンプト表示へ反映する。 - /// - public enum InteractionState - { - /// 非提示(検出範囲外・視界外・遮蔽)。 - Hidden, - - /// 発見可能。対象だと分かるが、まだインタラクトできない(距離が遠い)。複数同時に成立しうる。 - Discoverable, - - /// インタラクト可能。画面中心に最も近い単一対象のみが成立する。 - Actionable, - } -} diff --git a/src/Game.Client/Assets/Programs/Runtime/Shared/Interaction/InteractionState.cs.meta b/src/Game.Client/Assets/Programs/Runtime/Shared/Interaction/InteractionState.cs.meta deleted file mode 100644 index 9b36ad7a0..000000000 --- a/src/Game.Client/Assets/Programs/Runtime/Shared/Interaction/InteractionState.cs.meta +++ /dev/null @@ -1,2 +0,0 @@ -fileFormatVersion: 2 -guid: 0bfbf7e77a631b1489072a19998cd2bd \ No newline at end of file diff --git a/src/Game.Client/Assets/Programs/Runtime/Shared/Localization/InputControlLocalizer.cs b/src/Game.Client/Assets/Programs/Runtime/Shared/Localization/InputControlsLocalizer.cs similarity index 79% rename from src/Game.Client/Assets/Programs/Runtime/Shared/Localization/InputControlLocalizer.cs rename to src/Game.Client/Assets/Programs/Runtime/Shared/Localization/InputControlsLocalizer.cs index 3a12a2ad4..5f725117d 100644 --- a/src/Game.Client/Assets/Programs/Runtime/Shared/Localization/InputControlLocalizer.cs +++ b/src/Game.Client/Assets/Programs/Runtime/Shared/Localization/InputControlsLocalizer.cs @@ -1,5 +1,5 @@ +using Game.Shared.Constants; using UnityEngine.InputSystem; -using UnityEngine.Localization.Settings; namespace Game.Shared.Localization { @@ -9,10 +9,8 @@ namespace Game.Shared.Localization /// StringTable "InputControls" を引き、未登録キーは Unity 既定の英語表示へフォールバックする。 /// ゲームパッドは接続デバイスの family(xbox/ps/switch)でプレフィックス付きキーを優先的に引く。 /// - public static class InputControlLocalizer + public static class InputControlsLocalizer { - private const string TableName = "InputControls"; - /// /// controlPath をキーに InputControls からローカライズ名を引く。 /// family プレフィックス付きキー → 無印キー → fallback(raw) の順に解決する。 @@ -27,12 +25,11 @@ public static string Localize(string deviceLayoutName, string controlPath, strin var prefix = ResolveFamilyPrefix(deviceLayoutName); if (prefix.Length > 0) { - var familyEntry = LocalizationSettings.StringDatabase.GetTableEntry(TableName, prefix + controlPath).Entry; - if (familyEntry != null) return familyEntry.GetLocalizedString(); + var localized = LocalizationHelper.GetLocalizedString(LocalizationConstants.InputControlsTable, prefix + controlPath); + if (!string.IsNullOrEmpty(localized)) return localized; } - var entry = LocalizationSettings.StringDatabase.GetTableEntry(TableName, controlPath).Entry; - return entry != null ? entry.GetLocalizedString() : fallback; + return LocalizationHelper.GetLocalizedString(LocalizationConstants.InputControlsTable, controlPath) ?? fallback; } /// デバイスレイアウトを family プレフィックスへ分類する(未知/未接続は空=無印)。 diff --git a/src/Game.Client/Assets/Programs/Runtime/Shared/Localization/InputControlLocalizer.cs.meta b/src/Game.Client/Assets/Programs/Runtime/Shared/Localization/InputControlsLocalizer.cs.meta similarity index 100% rename from src/Game.Client/Assets/Programs/Runtime/Shared/Localization/InputControlLocalizer.cs.meta rename to src/Game.Client/Assets/Programs/Runtime/Shared/Localization/InputControlsLocalizer.cs.meta diff --git a/src/Game.Client/Assets/Programs/Runtime/Shared/Localization/InteractionLocalizer.cs b/src/Game.Client/Assets/Programs/Runtime/Shared/Localization/InteractionLocalizer.cs new file mode 100644 index 000000000..d83f3311d --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/Shared/Localization/InteractionLocalizer.cs @@ -0,0 +1,10 @@ +using Game.Shared.Constants; + +namespace Game.Shared.Localization +{ + public static class InteractionLocalizer + { + public static string Localize(string localizeKey) + => LocalizationHelper.GetLocalizedString(LocalizationConstants.InteractionsTable , localizeKey); + } +} diff --git a/src/Game.Client/Assets/Programs/Runtime/Shared/Localization/InteractionLocalizer.cs.meta b/src/Game.Client/Assets/Programs/Runtime/Shared/Localization/InteractionLocalizer.cs.meta new file mode 100644 index 000000000..e040f0718 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/Shared/Localization/InteractionLocalizer.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 067b77b998b44b3f9b947e728dfe2288 +timeCreated: 1782405768 \ No newline at end of file diff --git a/src/Game.Client/Assets/Programs/Runtime/Shared/Localization/InteractionMessagesLocalizer.cs b/src/Game.Client/Assets/Programs/Runtime/Shared/Localization/InteractionMessagesLocalizer.cs new file mode 100644 index 000000000..298a94918 --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/Shared/Localization/InteractionMessagesLocalizer.cs @@ -0,0 +1,10 @@ +using Game.Shared.Constants; + +namespace Game.Shared.Localization +{ + public static class InteractionMessagesLocalizer + { + public static string Localize(string localizeKey) + => LocalizationHelper.GetLocalizedString(LocalizationConstants.InteractionMessagesTable , localizeKey); + } +} diff --git a/src/Game.Client/Assets/Programs/Runtime/Shared/Localization/InteractionMessagesLocalizer.cs.meta b/src/Game.Client/Assets/Programs/Runtime/Shared/Localization/InteractionMessagesLocalizer.cs.meta new file mode 100644 index 000000000..c9499ba9d --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/Shared/Localization/InteractionMessagesLocalizer.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 1f663bc4007c4bfb84d1aa4e02d93009 +timeCreated: 1782615025 \ No newline at end of file diff --git a/src/Game.Client/Assets/Programs/Runtime/Shared/Localization/LocalizationHelper.cs b/src/Game.Client/Assets/Programs/Runtime/Shared/Localization/LocalizationHelper.cs new file mode 100644 index 000000000..845e42d9b --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/Shared/Localization/LocalizationHelper.cs @@ -0,0 +1,13 @@ +using UnityEngine.Localization.Settings; + +namespace Game.Shared.Localization +{ + public static class LocalizationHelper + { + public static string GetLocalizedString(string tableName, string localizeKey) + { + var entry = LocalizationSettings.StringDatabase.GetTableEntry(tableName, localizeKey).Entry; + return entry != null ? entry.GetLocalizedString() : null; + } + } +} diff --git a/src/Game.Client/Assets/Programs/Runtime/Shared/Localization/LocalizationHelper.cs.meta b/src/Game.Client/Assets/Programs/Runtime/Shared/Localization/LocalizationHelper.cs.meta new file mode 100644 index 000000000..97d94febd --- /dev/null +++ b/src/Game.Client/Assets/Programs/Runtime/Shared/Localization/LocalizationHelper.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 0b9d02fcbdf84f5386bf473f2af555e3 +timeCreated: 1782405235 \ No newline at end of file diff --git a/src/Game.Client/Assets/Programs/Runtime/Shared/SaveData/AudioSaveService.cs b/src/Game.Client/Assets/Programs/Runtime/Shared/SaveData/AudioSaveService.cs index d13bf381e..6eaf8c421 100644 --- a/src/Game.Client/Assets/Programs/Runtime/Shared/SaveData/AudioSaveService.cs +++ b/src/Game.Client/Assets/Programs/Runtime/Shared/SaveData/AudioSaveService.cs @@ -61,14 +61,7 @@ public void ApplyToAudioService() { if (Data == null || _audioService == null) return; - // 0-10の整数を0.0-1.0のfloatに変換 - // マスターボリュームは各カテゴリに乗算 - var masterRatio = Data.MasterVolume / (float)MaxVolume; - var bgm = (Data.BgmVolume / (float)MaxVolume) * masterRatio; - var voice = (Data.VoiceVolume / (float)MaxVolume) * masterRatio; - var sfx = (Data.SeVolume / (float)MaxVolume) * masterRatio; - - _audioService.SetVolume(bgm, voice, sfx); + _audioService.SetVolume(Data.MasterVolume, Data.BgmVolume, Data.VoiceVolume, Data.SeVolume); } protected override AudioSaveData CreateNewData() 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 42396dde2..b66013057 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 @@ -1,5 +1,5 @@ using System; -using Game.Shared.Interaction; +using Game.Shared.Enums; using UnityEngine; namespace Game.Shared.Scriptable.Database.Tables @@ -16,17 +16,26 @@ public partial class HorrorInteractionMaster #region SerializeField [SerializeField] private int _id; + [SerializeField] private string _name; + [SerializeField] private InteractionInputType _inputType; [SerializeField] private float _holdSeconds; + [SerializeField] private string _interactionVerbLocalizeKey; + [SerializeField] private string _reinteractionVerbLocalizeKey; + + [SerializeField] private string _rejectionMessageLocalizeKey; + [SerializeField] private int _requiredItemId; [SerializeField] private int _grantItemId; [SerializeField] private int _grantQuantity; + [SerializeField] private bool _checkpointSave; + #endregion - #region Database + #region Columns [PrimaryKey] public int Id @@ -35,6 +44,12 @@ public int Id set => _id = value; } + public string Name + { + get => _name; + set => _name = value; + } + /// 起動方式(単発/長押し/トグル)。 public InteractionInputType InputType { @@ -49,6 +64,24 @@ public float HoldSeconds set => _holdSeconds = value; } + public string InteractionVerbLocalizeKey + { + get => _interactionVerbLocalizeKey; + set => _interactionVerbLocalizeKey = value; + } + + public string ReinteractionVerbLocalizeKey + { + get => _reinteractionVerbLocalizeKey; + set => _reinteractionVerbLocalizeKey = value; + } + + public string RejectionMessageLocalizeKey + { + get => _rejectionMessageLocalizeKey; + set => _rejectionMessageLocalizeKey = value; + } + /// 実行に必要なアイテム Id(鍵など)。0 は無条件。 public int RequiredItemId { @@ -70,6 +103,12 @@ public int GrantQuantity set => _grantQuantity = value; } + public bool CheckpointSave + { + get => _checkpointSave; + set => _checkpointSave = value; + } + #endregion } } diff --git a/src/Game.Client/Assets/Programs/Runtime/Shared/Services/AudioServiceBase.cs b/src/Game.Client/Assets/Programs/Runtime/Shared/Services/AudioServiceBase.cs index 95a0e32c2..f193f18c8 100644 --- a/src/Game.Client/Assets/Programs/Runtime/Shared/Services/AudioServiceBase.cs +++ b/src/Game.Client/Assets/Programs/Runtime/Shared/Services/AudioServiceBase.cs @@ -7,6 +7,8 @@ using Game.Client.MasterData; using Game.Shared.Extensions; using UnityEngine; +using UnityEngine.AddressableAssets; +using UnityEngine.Audio; namespace Game.Shared.Services { @@ -17,15 +19,25 @@ namespace Game.Shared.Services public abstract class AudioServiceBase : IAudioService { private GameObject _audioServiceObject; + private AudioMixer _audioMixer; private AudioSource _bgmSource; private AudioSource _voiceSource; private AudioSource _sfxSource; - private float _bgmVolume = 0.3f; + // AudioMixer - Volume(Db) + private float _masterVolume; + private float _bgmVolume; + private float _voiceVolume; + private float _sfxVolume; + + // AudioMixer - ExposedParameters + private const string MasterVolume = "MasterVolume"; + private const string BgmVolume = "BGMVolume"; + private const string VoiceVolume = "VoiceVolume"; + private const string SeVolume = "SEVolume"; + private const float DefaultBgmFadeDuration = 0.25f; - private float _voiceVolume = 1f; private const float DefaultVoiceFadeDuration = 0.1f; - private float _sfxVolume = 0.7f; private const float DefaultSfxFadeDuration = 0.1f; /// @@ -38,28 +50,28 @@ public abstract class AudioServiceBase : IAudioService /// protected abstract UniTask LoadAudioClipAsync(string assetName); - public void Startup() + public async UniTask LoadAsync() { - _audioServiceObject = new GameObject("AudioService"); - _audioServiceObject.AddComponent(); - _bgmSource = new GameObject("BgmSource").AddComponent(); - _voiceSource = new GameObject("VoiceSource").AddComponent(); - _sfxSource = new GameObject("SfxSource").AddComponent(); + var audioService = await Addressables.InstantiateAsync("AudioService"); + if (audioService == null) return; + + _audioServiceObject = audioService; - _bgmSource.transform.SetParent(_audioServiceObject.transform); - _voiceSource.transform.SetParent(_audioServiceObject.transform); - _sfxSource.transform.SetParent(_audioServiceObject.transform); + if (audioService.TryGetComponent(out var component)) + { + _audioMixer = component.AudioMixer; + _bgmSource = component.BgmSource; + _voiceSource = component.VoiceSource; + _sfxSource = component.SeSource; + } UnityEngine.Object.DontDestroyOnLoad(_audioServiceObject); } - public void Shutdown() + public void Unload() { - _bgmSource.SafeDestroy(); _bgmSource = null; - _voiceSource.SafeDestroy(); _voiceSource = null; - _sfxSource.SafeDestroy(); _sfxSource = null; _audioServiceObject.SafeDestroy(); _audioServiceObject = null; @@ -73,25 +85,21 @@ public async UniTask PlayBgmAsync(string assetName, CancellationToken token = de var audioClip = await LoadAudioClipAsync(assetName); if (_bgmSource.isPlaying) - { - await _bgmSource.DOFade(0f, DefaultBgmFadeDuration).SetUpdate(true).ToUniTask(cancellationToken: token); - } + await _audioMixer.DOSetFloat(BgmVolume, 0f, DefaultBgmFadeDuration).SetUpdate(true).ToUniTask(cancellationToken: token); _bgmSource.Stop(); _bgmSource.clip = audioClip; - _bgmSource.volume = 0f; + _bgmSource.volume = 1f; _bgmSource.mute = false; _bgmSource.loop = true; _bgmSource.Play(); - await _bgmSource.DOFade(_bgmVolume, DefaultBgmFadeDuration).SetUpdate(true).ToUniTask(cancellationToken: token); + await _audioMixer.DOSetFloat(BgmVolume, _bgmVolume, DefaultBgmFadeDuration).SetUpdate(true).ToUniTask(cancellationToken: token); } public async UniTask StopBgmAsync(CancellationToken token = default) { if (_bgmSource.isPlaying) - { - await _bgmSource.DOFade(0f, DefaultBgmFadeDuration).SetUpdate(true).ToUniTask(cancellationToken: token); - } + await _audioMixer.DOSetFloat(BgmVolume, 0f, DefaultBgmFadeDuration).SetUpdate(true).ToUniTask(cancellationToken: token); _bgmSource.Stop(); } @@ -104,10 +112,10 @@ public async UniTask PlayVoiceAsync(string assetName, CancellationToken token = var audioClip = await LoadAudioClipAsync(assetName); if (_voiceSource.isPlaying) - await _voiceSource.DOFade(0f, DefaultVoiceFadeDuration).SetUpdate(true).ToUniTask(cancellationToken: token); + await _audioMixer.DOSetFloat(VoiceVolume , 0f, DefaultVoiceFadeDuration).SetUpdate(true).ToUniTask(cancellationToken: token); _voiceSource.Stop(); - _voiceSource.volume = _voiceVolume; + _voiceSource.volume = 1f; _voiceSource.mute = false; _voiceSource.loop = false; _voiceSource.PlayOneShot(audioClip); @@ -122,12 +130,10 @@ public async UniTask PlaySoundEffectAsync(string assetName, CancellationToken to var audioClip = await LoadAudioClipAsync(assetName); if (_sfxSource.isPlaying) - { - await _sfxSource.DOFade(0f, DefaultSfxFadeDuration).SetUpdate(true).ToUniTask(cancellationToken: token); - } + await _audioMixer.DOSetFloat(SeVolume, 0f, DefaultSfxFadeDuration).SetUpdate(true).ToUniTask(cancellationToken: token); _sfxSource.Stop(); - _sfxSource.volume = _sfxVolume; + _sfxSource.volume = 1f; _sfxSource.mute = false; _sfxSource.loop = false; _sfxSource.PlayOneShot(audioClip); @@ -217,27 +223,40 @@ public UniTask PlayRandomOneAsync(AudioCategory audioCategory, AudioPlayTag audi return PlayAsync(audioCategory, audioName, token); } - public void SetVolume(float bgm, float voice, float sfx) + public void SetVolume(float master, float bgm, float voice, float sfx) { - _bgmVolume = Mathf.Clamp01(bgm); - _voiceVolume = Mathf.Clamp01(voice); - _sfxVolume = Mathf.Clamp01(sfx); + _masterVolume = PaToDb(master / 10f); + _bgmVolume = PaToDb(bgm / 10f); + _voiceVolume = PaToDb(voice / 10f); + _sfxVolume = PaToDb(sfx / 10f); - // 再生中のソースにも即時適用 - if (_bgmSource != null && _bgmSource.isPlaying) + if (_audioMixer != null) { - _bgmSource.volume = _bgmVolume; + _audioMixer.SetFloat(MasterVolume, _masterVolume); + _audioMixer.SetFloat(BgmVolume, _bgmVolume); + _audioMixer.SetFloat(VoiceVolume, _voiceVolume); + _audioMixer.SetFloat(SeVolume, _sfxVolume); } + } - if (_voiceSource != null) - { - _voiceSource.volume = _voiceVolume; - } + /// + /// デシベル変換 + /// 0, 1, 10の音圧→-80, 0, 20のデシベル + /// + private float PaToDb(float volume) + { + var clamped = Mathf.Clamp(volume, 0.0001f, 10f); + return 20f * Mathf.Log10(clamped); + } - if (_sfxSource != null) - { - _sfxSource.volume = _sfxVolume; - } + /// + /// 音圧変換 + /// -80, 0, 20のデシベル→0, 1, 10の音圧 + /// + private float DbToPa(float db) + { + var clamped = Mathf.Clamp(db, -80f, 20f); + return Mathf.Pow(10f, clamped / 20f); } } -} \ No newline at end of file +} diff --git a/src/Game.Client/Assets/Programs/Runtime/Shared/Services/IAudioService.cs b/src/Game.Client/Assets/Programs/Runtime/Shared/Services/IAudioService.cs index cc9ea5686..93809a404 100644 --- a/src/Game.Client/Assets/Programs/Runtime/Shared/Services/IAudioService.cs +++ b/src/Game.Client/Assets/Programs/Runtime/Shared/Services/IAudioService.cs @@ -14,13 +14,13 @@ public interface IAudioService /// オーディオサービスを初期化・起動する /// アプリケーション起動時に呼び出す /// - void Startup(); + UniTask LoadAsync(); /// /// オーディオサービスをシャットダウンする /// リソースの解放と再生中のオーディオの停止を行う /// - void Shutdown(); + void Unload(); /// /// BGM(バックグラウンドミュージック)を再生する @@ -90,9 +90,10 @@ public interface IAudioService /// /// 各カテゴリのボリュームを設定する /// - /// BGMボリューム (0.0-1.0) - /// ボイスボリューム (0.0-1.0) - /// 効果音ボリューム (0.0-1.0) - void SetVolume(float bgm, float voice, float sfx); + /// マスターボリューム + /// BGMボリューム + /// ボイスボリューム + /// 効果音ボリューム + void SetVolume(float master, float bgm, float voice, float sfx); } -} \ No newline at end of file +} diff --git 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