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// BattleSceneSetup.cs
// ããã«ã·ãŒã³ã®ãããçæã»æµé
眮ãæ
ã MonoBehaviourã
//
// ãv2 倿Žç¹ã
// AdvEngine ãžã®äŸåãå®å
šã«æé€ã
// battleId ãš PartyData 㯠BattleSessionDataïŒScriptableObjectïŒããèªã¿åãã
// â ããã«ã·ãŒã³ã« AdvEngine ã TrainingMenuBridge ã眮ãå¿
èŠããªããªã£ãã
//
// ã責åã®æŽçã
// BattleSceneSetup : BattleSessionData ããããŒã¿ãåãåãããããçæ + æµé
眮ïŒAwake ã§å®è¡ïŒ
// PartyEditPanel : ãã¬ã€ã€ãŒãŠãããé
眮 + SetupBattle + StartBattle
// BattleViewManager : ããžã¥ã¢ã«çæïŒãããæç»ã»ãŠãããã¹ãã©ã€ãïŒ
//
// ãããŒã¿ã®æµãã
// 宎3ã·ããªãª
// â $SetParam CurrentBattleId, "battle_001"
// â SendMessage, StartBattleïŒãŸã㯠OpenPartyEditïŒ
// BattleSceneBridgeïŒè²æã·ãŒã³ïŒ
// â BattleSessionData.WriteForBattle(battleId, party)
// â SceneManager.LoadScene("BattleScene")
// BattleSceneSetupïŒããã«ã·ãŒã³ïŒ
// â sessionData.battleId ãèªãã§ BattleSetupDatabase ãæ€çŽ¢
// â ãããã»æµãçæ
// PartyEditPanel / BattleManager
// â SetupBattle â StartBattle
using System.Collections.Generic;
using UnityEngine;
using TrainingGame.Battle;
namespace TrainingGame
{
public class BattleSceneSetup : MonoBehaviour
{
// ââ Inspector ãã£ãŒã«ã ââââââââââââââââââââââââââââââââââââââ
[Header("ããŒã¿åç
§")]
[Tooltip("å
šããã«ã·ããªãªã管çããã«ãã¯ã¢ããããŒãã«")]
[SerializeField] private BattleSetupDatabase battleDatabase;
[Tooltip("ã·ãŒã³éã®ããŒã¿åãæž¡ãçš ScriptableObject\n" +
"BattleSceneBridge ãšåãã¢ã»ãããã¢ãµã€ã³ããããš")]
[SerializeField] private BattleSessionData sessionData;
[Header("ãã¹ãçšãã©ãŒã«ããã¯ïŒãšãã£ã¿ãŒåçã»åäœãã¹ãçšïŒ")]
[Tooltip("sessionData ãæªã»ãã or isReady=false ã®ãšãã«äœ¿ãããã©ã«ãããŒã¿")]
[SerializeField] private BattleSetupData fallbackSetupData;
[Header("ããã«éå§çšåç
§")]
[SerializeField] private BattleManager battleManager;
[SerializeField] private View.BattleViewManager battleViewManager;
[Header("ãªãŒãã£ãª")]
[Tooltip("BGMã鳎ããããã®AudioSourceã³ã³ããŒãã³ã")]
[SerializeField] private AudioSource bgmSource;
private BattleSetupData _currentSetupData;
// ââ çææžã¿ããŒã¿ ââââââââââââââââââââââââââââââââââââââââââââ
private GridMap _map;
private List<UnitBattleState> _enemyUnits = new List<UnitBattleState>();
// ââ å
¬éãããã㣠ââââââââââââââââââââââââââââââââââââââââââââ
/// <summary>çææžã¿ã®ã°ãªããããã</summary>
public GridMap Map => _map;
/// <summary>é
眮æžã¿ã®æµãŠãããäžèЧ</summary>
public List<UnitBattleState> EnemyUnits => _enemyUnits;
/// <summary>ããããšæµã®åæåãå®äºããŠããã</summary>
public bool IsInitialized { get; private set; }
/// <summary>
/// ã»ãã·ã§ã³ããŒã¿ãã埩å
ããããŒãã£æ
å ±ã
/// PartyEditPanel ã BattleManager ãåç
§ããã
/// </summary>
public PartyData SessionParty { get; private set; }
// ââ äºæã¡ãœããïŒPartyEditPanel ããåŒã°ããïŒ ââââââââââââââ
public GridMap GetMap() => _map;
public List<UnitBattleState> GetEnemyUnits() => _enemyUnits;
// ââ Unity ã©ã€ããµã€ã¯ã« ââââââââââââââââââââââââââââââââââââââ
private void Awake()
{
_currentSetupData = ResolveSetupData(); // â倿°ã«ä¿åããããã«å€æŽ
if (_currentSetupData == null)
{
Debug.LogError("[BattleSceneSetup] BattleSetupData ãååŸã§ããŸããã§ããã");
return;
}
// ãåé€ãâââ ããããäžã®5è¡ã¯äžèŠã§ã âââ
// var setupData = ResolveSetupData();
// if (setupData == null)
// {
// Debug.LogError("[BattleSceneSetup] BattleSetupData ãååŸã§ããŸããã§ããã");
// return;
// }
// ãåé€ãâââ ãããŸã§ âââ
// ã»ãã·ã§ã³ããŒã¿ããããŒãã£ã埩å
ããŠãã
SessionParty = sessionData != null && sessionData.isReady
? sessionData.RestoreParty()
: new PartyData();
// â
äžèšã® BuildMap ãš PlaceEnemyUnits ã®åŒæ°ã `setupData` ãã `_currentSetupData` ã«å€æŽããŸãïŒ
BuildMap(_currentSetupData);
PlaceEnemyUnits(_currentSetupData);
IsInitialized = true;
Debug.Log($"[BattleSceneSetup] '{_currentSetupData.battleName}' ã®ãããã»æµãåæåå®äºã" +
$"æµ {_enemyUnits.Count} äœã");
}
private System.Collections.IEnumerator Start()
{
// BattleViewManager ãããããæç»ãçµãããŸã§1ãã¬ãŒã åŸ
ã€
yield return null;
if (_currentSetupData == null || !IsInitialized) yield break;
// 1. ãã¬ã€ã€ãŒãŠãããã®çæ
var startPositions = _currentSetupData.playerStartPositions;
var playerUnits = new System.Collections.Generic.List<UnitBattleState>();
int posIndex = 0;
for (int i = 0; i < PartyData.MaxSlots; i++)
{
string unitId = sessionData.partySlots[i];
if (string.IsNullOrEmpty(unitId)) continue; // 空ãã¹ãããã¯é£ã°ã
// æã¡è¶ããã¹ããŒã¿ã¹ã®äžããããã®ã¹ãããã®ãã£ã©ã®ããŒã¿ãåŒã£åŒµãåºã
UnitBaseStats targetStats = null;
foreach (var stats in sessionData.activePlayerStats)
{
if (stats.unitId == unitId)
{
targetStats = stats;
break;
}
}
if (targetStats != null)
{
int x = i < startPositions.Count ? startPositions[i].x : i;
int y = i < startPositions.Count ? startPositions[i].y : 0;
var state = new UnitBattleState(targetStats, x, y);
if (_map.PlaceUnit(state, x, y))
{
playerUnits.Add(state);
}
}
}
// 2. ããã«ã®ã»ããã¢ããïŒã¹ãã©ã€ãçæïŒéå§ïŒ
if (battleManager != null)
{
battleManager.SetupBattle(_map, playerUnits, _enemyUnits);
if (battleViewManager != null)
{
battleViewManager.SpawnUnitViews(playerUnits, _enemyUnits);
}
battleManager.StartBattle();
}
if (bgmSource != null && _currentSetupData.battleBgm != null)
{
bgmSource.clip = _currentSetupData.battleBgm;
bgmSource.loop = true; // ã«ãŒãåçãON
bgmSource.Play();
}
}
// ================================================================
// BattleSetupData ã®è§£æ±º
// ================================================================
private BattleSetupData ResolveSetupData()
{
// 1. BattleSessionData ãã battleId ãååŸïŒAdvEngine äžèŠïŒïŒ
string battleId = "";
if (sessionData != null && sessionData.isReady)
{
battleId = sessionData.battleId;
}
else
{
Debug.LogWarning("[BattleSceneSetup] BattleSessionData ãæªæºåã§ãããã©ãŒã«ããã¯ã詊ã¿ãŸãã");
}
// 2. ããŒã¿ããŒã¹ããæ€çŽ¢
if (!string.IsNullOrEmpty(battleId) && battleDatabase != null)
{
var data = battleDatabase.Find(battleId);
if (data != null) return data;
}
// 3. ãã©ãŒã«ããã¯ïŒãšãã£ã¿ãŒåçæã»ãã¹ãçšïŒ
if (fallbackSetupData != null)
{
Debug.LogWarning($"[BattleSceneSetup] ãã©ãŒã«ãã㯠'{fallbackSetupData.battleId}' ã䜿çšããŸãã");
return fallbackSetupData;
}
return null;
}
// ================================================================
// ãããçæ
// ================================================================
private void BuildMap(BattleSetupData setupData)
{
_map = new GridMap(setupData.mapWidth, setupData.mapHeight);
foreach (var entry in setupData.tileOverrides)
{
if (_map.IsInBounds(entry.x, entry.y))
_map.SetTile(entry.x, entry.y, entry.tileType);
else
Debug.LogWarning($"[BattleSceneSetup] tileOverride åº§æš ({entry.x},{entry.y}) ããããç¯å²å€ã§ãã");
}
}
// ================================================================
// æµãŠãããé
眮
// ================================================================
private void PlaceEnemyUnits(BattleSetupData setupData)
{
_enemyUnits.Clear();
foreach (var entry in setupData.enemies)
{
var stats = entry.ToBaseStats();
var state = new UnitBattleState(stats, entry.spawnX, entry.spawnY);
if (_map.PlaceUnit(state, entry.spawnX, entry.spawnY))
{
_enemyUnits.Add(state);
Debug.Log($"[BattleSceneSetup] æµ '{entry.unitName}' ã ({entry.spawnX},{entry.spawnY}) ã«é
眮ã");
}
else
{
Debug.LogWarning($"[BattleSceneSetup] æµ '{entry.unitName}' ã®é
眮倱æ ({entry.spawnX},{entry.spawnY})ã");
}
}
}
// ================================================================
// å€éšããçŽæ¥åæåããå£ïŒãã¹ãã»ãšãã£ã¿ãŒæ¡åŒµçšïŒ
// ================================================================
/// <summary>
/// BattleSetupData ãçŽæ¥æž¡ããŠååæåããã
/// 宎3ã䜿ããªãåäœãã¹ãã»ãšãã£ã¿ãŒæ¡åŒµçšéã
/// </summary>
public void InitializeManual(BattleSetupData setupData)
{
if (setupData == null) return;
_enemyUnits.Clear();
BuildMap(setupData);
PlaceEnemyUnits(setupData);
IsInitialized = true;
}
}
}

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