穴ギミック部分のフェンス対応
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@ -11,7 +11,9 @@ namespace MyGame.Scenes.MiniGame.Scripts
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[SerializeField] private float bgOffset = 0f;
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[SerializeField] private float holeWidth;
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private int bgIndex = 0;
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private float nextFenceXPos;
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private bool isFenceDone;
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public void ResetBg(float targetXPos)
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{
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bgIndex = 0;
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@ -19,7 +21,9 @@ namespace MyGame.Scenes.MiniGame.Scripts
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{
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var bg = bgArray[i];
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bg.SetPositionX(targetXPos + bgWidth / 2 + bgOffset + (i - 1) * bgWidth);
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bg.GetComponent<BackGround>()?.ResetFence();
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}
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isFenceDone = true;
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}
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public void UpdatePos(float targetXPos)
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@ -30,6 +34,32 @@ namespace MyGame.Scenes.MiniGame.Scripts
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// 一番奥にセット
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bg.SetPositionX(bgArray[(bgArray.Length + bgIndex - 1) % bgArray.Length].position.x + bgWidth);
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bgIndex = (bgIndex + 1) % bgArray.Length;
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bg.GetComponent<BackGround>()?.ResetFence();
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}
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// フェンス確認
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if (!isFenceDone && nextFenceXPos - targetXPos <= bgWidth)
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{
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isFenceDone = true;
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SetFence();
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}
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}
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public void SetFenceXPos(float targetXPos)
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{
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nextFenceXPos = targetXPos;
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isFenceDone = false;
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}
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private void SetFence()
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{
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foreach (var bg in bgArray)
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{
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var bgXPos = bg.transform.position.x;
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if (nextFenceXPos < bgXPos - bgWidth / 2 || bgXPos + bgWidth / 2 < nextFenceXPos)
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{
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continue;
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}
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bg.GetComponent<BackGround>()?.SetFence(nextFenceXPos);
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}
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}
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}
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@ -1,18 +1,46 @@
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using System;
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using UnityEngine;
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namespace MyGame.Scenes.MiniGame.Scripts
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{
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public class BackGround : MonoBehaviour
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{
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[SerializeField] private GameObject skyA;
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[SerializeField] private GameObject skyB;
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[SerializeField] private GameObject skyC;
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[SerializeField] private Animator animator;
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[SerializeField] private SpriteRenderer fence;
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[SerializeField] private float fenceStep = 1.47f;
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[SerializeField] private Transform fenceMask;
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[SerializeField] private float maskOffset = .6f;
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public void SetSky(ScrollGameDifficulty difficulty)
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{
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skyA.SetActive(difficulty == ScrollGameDifficulty.Easy);
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skyB.SetActive(difficulty == ScrollGameDifficulty.Normal);
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skyC.SetActive(difficulty == ScrollGameDifficulty.Hard);
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switch (difficulty)
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{
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case ScrollGameDifficulty.Easy:
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animator.speed = 0f;
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animator.Play("sky_switching", 0, 0f);
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break;
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case ScrollGameDifficulty.Normal:
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animator.speed = 1f;
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animator.Play("sky_switching", 0, 0f);
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break;
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case ScrollGameDifficulty.Hard:
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animator.Play("sky_switching_b_c", 0, 0f);
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break;
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default:
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throw new ArgumentOutOfRangeException(nameof(difficulty), difficulty, null);
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}
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}
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public void SetFence(float xPos)
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{
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fenceMask.gameObject.SetActive(true);
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var fenceRight = fence.transform.position.x + fence.size.x / 2;
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fenceMask.SetPositionX(Mathf.CeilToInt((fenceRight - xPos) / fenceStep) * -fenceStep + fenceRight + maskOffset);
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}
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public void ResetFence()
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{
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fenceMask.gameObject.SetActive(false);
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}
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}
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}
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@ -96,9 +96,6 @@ namespace MyGame.Scenes.MiniGame.Scripts
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{
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gameData.ScrollGameLastPlayTime = DateTime.UtcNow.ToBinary();
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gameData.ScrollGameTodayPlayCount++;
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// ステージ読み込み
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stageManager.SetSky(stageData.Difficulty);
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stageManager.SetBeginStages(stageData.GetBeginStagePrefabs());
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ResetGame(levelPlaceList, stageData);
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menuState.Value = MenuState.Game;
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return;
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@ -109,9 +106,6 @@ namespace MyGame.Scenes.MiniGame.Scripts
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{
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gameData.ScrollGameLastPlayTime = DateTime.UtcNow.ToBinary();
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gameData.ScrollGameTodayPlayCount++;
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// ステージ読み込み
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stageManager.SetSky(stageData.Difficulty);
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stageManager.SetBeginStages(stageData.GetBeginStagePrefabs());
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ResetGame(levelPlaceList, stageData);
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menuState.Value = MenuState.Game;
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});
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@ -228,6 +222,11 @@ namespace MyGame.Scenes.MiniGame.Scripts
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bgManager.UpdatePos(playerPosX);
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}).AddTo(this);
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stageManager.OnFence.Distinct().Subscribe(x =>
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{
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bgManager.SetFenceXPos(x);
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}).AddTo(this);
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player.OnHitItem.Where(_ => state.Value == GameState.Play).Subscribe(x =>
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{
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||||
if (!x.TryGetComponent<StageItem>(out var item))
|
||||
|
|
@ -296,7 +295,9 @@ namespace MyGame.Scenes.MiniGame.Scripts
|
|||
private void ResetGame(ScrollGamePlaceData[] placeList, ScrollGameStageData stageData)
|
||||
{
|
||||
SoundManager.Instance.ChangeVolumeUniqueBGM(1f);
|
||||
stageManager.ResetStage();
|
||||
// ステージ読み込み
|
||||
stageManager.SetSky(stageData.Difficulty);
|
||||
stageManager.SetBeginStages(stageData.GetBeginStagePrefabs());
|
||||
player.transform.position = characterBeginPos;
|
||||
player.ResetPlayer();
|
||||
scoreCount.Value = 0;
|
||||
|
|
|
|||
|
|
@ -1,3 +1,5 @@
|
|||
using System;
|
||||
using UniRx;
|
||||
using UnityEngine;
|
||||
|
||||
namespace MyGame.Scenes.MiniGame.Scripts
|
||||
|
|
@ -7,6 +9,13 @@ namespace MyGame.Scenes.MiniGame.Scripts
|
|||
[SerializeField] private BackGround[] backGrounds;
|
||||
[SerializeField] private Transform stageTarget;
|
||||
private Transform[] stages;
|
||||
public IObservable<float> OnFence => fenceSubject;
|
||||
private readonly Subject<float> fenceSubject = new();
|
||||
|
||||
private void Start()
|
||||
{
|
||||
fenceSubject.AddTo(this);
|
||||
}
|
||||
|
||||
public void SetBeginStages(Transform[] newStages)
|
||||
{
|
||||
|
|
@ -18,6 +27,15 @@ namespace MyGame.Scenes.MiniGame.Scripts
|
|||
stages[i] = Instantiate(newStages[i], stageTarget.position, Quaternion.identity, stageTarget);
|
||||
stages[i].gameObject.SetActive(i == selectIndex);
|
||||
}
|
||||
stages[0].FindAllChildrensComponent<StageItem>(x =>
|
||||
{
|
||||
if (x.ItemType != StageItem.Type.Hole)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Observable.NextFrame().Subscribe(_ => fenceSubject.OnNext(x.transform.position.x)).AddTo(this);
|
||||
});
|
||||
}
|
||||
|
||||
public void SetSky(ScrollGameDifficulty difficulty)
|
||||
|
|
@ -33,19 +51,9 @@ namespace MyGame.Scenes.MiniGame.Scripts
|
|||
|
||||
}
|
||||
|
||||
public void ResetStage()
|
||||
public void UpdatePos(float targetXPos)
|
||||
{
|
||||
var selectIndex = UnityEngine.Random.Range(0, stages.Length);
|
||||
for (var i = 0; i < stages.Length; i++)
|
||||
{
|
||||
stages[i].gameObject.SetActive(i == selectIndex);
|
||||
}
|
||||
stageTarget.FindAllChildrensComponent<Collider2D>(collider =>
|
||||
{
|
||||
collider.GetComponent<StageItem>()?.ResetItem();
|
||||
collider.transform.SetLocalScale(1f);
|
||||
collider.enabled = true;
|
||||
});
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
Reference in New Issue