タスクキル復帰用のポップコーン加算処理を追加
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0477913ee5
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@ -219,6 +219,12 @@ public class CookingResult : MonoBehaviour
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return hasSpace && hasMaterials;
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return hasSpace && hasMaterials;
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}
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}
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public static void MoveStock(ProductStockData productStockData)
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{
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AddStock(productStockData);
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productStockData.Stock = 0;
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}
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public static void AddStock(ProductData productData, ProductRarity rarity = ProductRarity.Normal)
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public static void AddStock(ProductData productData, ProductRarity rarity = ProductRarity.Normal)
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{
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{
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AddStock(new ProductStockData{FlavorId = productData.id, Stock = productData.volume, Rarity = rarity});
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AddStock(new ProductStockData{FlavorId = productData.id, Stock = productData.volume, Rarity = rarity});
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@ -142,8 +142,10 @@ public sealed class GameData {
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public int WaitAddCoin;
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public int WaitAddCoin;
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[DataMember(Name = "Data41")]
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[DataMember(Name = "Data41")]
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public int WaitAddHeart;
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public int WaitAddHeart;
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[DataMember(Name = "Data42")]
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public ProductStockData WaitAddStock;
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// mission
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// mission
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[DataMember(Name = "Data1001")]
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[DataMember(Name = "Data1001")]
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public int TotalAddCoin { get; private set; }
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public int TotalAddCoin { get; private set; }
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[DataMember(Name = "Data1002")]
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[DataMember(Name = "Data1002")]
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@ -387,6 +389,7 @@ public sealed class GameData {
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dailyMissionIdArray = dailyMissionIdArray ?? new int[0];
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dailyMissionIdArray = dailyMissionIdArray ?? new int[0];
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dailyMissionAchievedIdArray = dailyMissionAchievedIdArray ?? new int[0];
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dailyMissionAchievedIdArray = dailyMissionAchievedIdArray ?? new int[0];
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DailyTotalSalesList = DailyTotalSalesList ?? new List<ProductStockData>();
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DailyTotalSalesList = DailyTotalSalesList ?? new List<ProductStockData>();
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WaitAddStock = WaitAddStock ?? new ProductStockData{Rarity = ProductRarity.Normal};
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}
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}
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private Dictionary<int, int> ArrayToDictionary(KeyValueOfintint[] array){
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private Dictionary<int, int> ArrayToDictionary(KeyValueOfintint[] array){
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var dictionary = new Dictionary<int, int>();
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var dictionary = new Dictionary<int, int>();
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@ -30,6 +30,8 @@ public sealed class InitializeUnitySettings : MonoBehaviour {
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// 遅延させていたパラメータを追加
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// 遅延させていたパラメータを追加
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GameDataManager.GameData.MoveAllWaitValue();
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GameDataManager.GameData.MoveAllWaitValue();
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// 調理後リザルトでの仮獲得データを反映(タスクキル対策)
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CookingResult.MoveStock(GameDataManager.GameData.WaitAddStock);
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GameDataManager.SaveGameData();
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GameDataManager.SaveGameData();
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}
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}
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}
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}
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