保存データ追加
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@ -187,16 +187,19 @@ public sealed class GameData {
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public List<ScrollGameScoreData> ScrollGameStageScoreList;
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// ワールドマップ追加(v1.7.0)
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// 1つ前の都市のBrotherHeart+今の都市のハートで合計値を保存
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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
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public int CurrentCityId; // 選択中の都市
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public int[] Cities; // 解放済みの都市
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public CityGameDataDict CityGameDataDict; // 都市ごとのデータ
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// 資金調達
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public FundingDict FundingDict; // 国ごとの調達済み資金
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public bool IsFundingCompleted; // 調達完了フラグ
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// バイト君
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public int PartTimerLevel;
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public int PartTimerElapsed; // ゲーム起動時間
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public int PartTimerElapsed; // ゲーム起動中経過時間
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// mission
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[DataMember(Name = "Data1001")]
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@ -519,6 +522,11 @@ public sealed class GameData {
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cityGameData.OnDeserialized();
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}
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if (PartTimerLevel < 1)
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{
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PartTimerLevel = 1;
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}
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// 追加した要素の初期化用
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// TODO Release前にまっさらにする
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}
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@ -545,6 +553,7 @@ public sealed class GameData {
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ScrollGamePlaceScoreList = ScrollGamePlaceScoreList ?? new List<ScrollGameScoreData>();
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ScrollGameStageScoreList = ScrollGameStageScoreList ?? new List<ScrollGameScoreData>();
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CityGameDataDict ??= new CityGameDataDict();
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FundingDict ??= new FundingDict();
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}
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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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@ -730,10 +739,10 @@ public static class GameDataManager {
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cityId switch
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{
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1 => GameData,
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_ => GameData.CityGameDataDict[cityId]
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_ => GameData.CityGameDataDict.TryGetValue(cityId, out var result) ? result : default
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};
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public static GameData GetCurrentCityGameData() => GameData.CityGameDataDict[GameData.CurrentCityId];
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public static GameData GetCurrentCityGameData() => GetCityGameData(GameData.CurrentCityId);
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#if UNITY_EDITOR || DEVELOPMENT_BUILD
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public static void ResetData(){
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