diff --git a/popcorn/Assets/MyGame/Scripts/GameDataManager.cs b/popcorn/Assets/MyGame/Scripts/GameDataManager.cs index c42f5c1e..ae498594 100644 --- a/popcorn/Assets/MyGame/Scripts/GameDataManager.cs +++ b/popcorn/Assets/MyGame/Scripts/GameDataManager.cs @@ -187,16 +187,19 @@ public sealed class GameData { public List ScrollGameStageScoreList; // ワールドマップ追加(v1.7.0) + + // 1つ前の都市のBrotherHeart+今の都市のハートで合計値を保存 + public int BrotherHeart; // バイトを雇うまでに兄弟が獲得したハート(最新店舗でなくなったときの値で固定 public int CurrentCityId; // 選択中の都市 - public int[] Cities; // 解放済みの都市 public CityGameDataDict CityGameDataDict; // 都市ごとのデータ // 資金調達 public FundingDict FundingDict; // 国ごとの調達済み資金 + public bool IsFundingCompleted; // 調達完了フラグ // バイト君 public int PartTimerLevel; - public int PartTimerElapsed; // ゲーム起動時間 + public int PartTimerElapsed; // ゲーム起動中経過時間 // mission [DataMember(Name = "Data1001")] @@ -519,6 +522,11 @@ public sealed class GameData { cityGameData.OnDeserialized(); } + if (PartTimerLevel < 1) + { + PartTimerLevel = 1; + } + // 追加した要素の初期化用 // TODO Release前にまっさらにする } @@ -545,6 +553,7 @@ public sealed class GameData { ScrollGamePlaceScoreList = ScrollGamePlaceScoreList ?? new List(); ScrollGameStageScoreList = ScrollGameStageScoreList ?? new List(); CityGameDataDict ??= new CityGameDataDict(); + FundingDict ??= new FundingDict(); } private Dictionary ArrayToDictionary(KeyValueOfintint[] array){ var dictionary = new Dictionary(); @@ -730,10 +739,10 @@ public static class GameDataManager { cityId switch { 1 => GameData, - _ => GameData.CityGameDataDict[cityId] + _ => GameData.CityGameDataDict.TryGetValue(cityId, out var result) ? result : default }; - public static GameData GetCurrentCityGameData() => GameData.CityGameDataDict[GameData.CurrentCityId]; + public static GameData GetCurrentCityGameData() => GetCityGameData(GameData.CurrentCityId); #if UNITY_EDITOR || DEVELOPMENT_BUILD public static void ResetData(){