データ構造追加
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@ -8,6 +8,8 @@ namespace MyGame.Scenes.WorldMap.Scripts
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public class CityIcon : MonoBehaviour
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{
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[SerializeField] private Transform icon;
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[SerializeField] private int cityId;
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public int CityId => cityId;
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public IObservable<Unit> OnClick =>
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(icon.GetComponent<ObservableEventTrigger>() ?? icon.gameObject.AddComponent<ObservableEventTrigger>())
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.OnPointerClickAsObservable()
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@ -69,6 +69,9 @@ public static class Const {
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public static readonly string ScrollGamePlaceDataSheet = "ScrollGamePlaceData";
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public static readonly string ScrollGameStageDataSheet = "ScrollGameStageData";
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public static readonly string ScrollGameStageDifficultyDataSheet = "ScrollGameStageDifficultyData";
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public static readonly string CityDataSheet = "CityData";
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public static readonly string FundingDataSheet = "FundingData";
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public static readonly string PartTimerDataSheet = "PartTimerData";
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// language
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public static readonly string LangJapanDataSheet = "LangJapanData";
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@ -109,6 +112,9 @@ public static class Const {
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new SheetData(Const.ScrollGamePlaceDataSheet),
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new SheetData(Const.ScrollGameStageDataSheet),
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new SheetData(Const.ScrollGameStageDifficultyDataSheet),
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new SheetData(Const.CityDataSheet),
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new SheetData(Const.FundingDataSheet),
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new SheetData(Const.PartTimerDataSheet),
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};
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public static readonly SheetData[] LanguageSheetNameList = new SheetData[]{
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new SheetData(Const.LangJapanDataSheet, "LanguageData"),
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@ -607,3 +607,37 @@ public sealed class ScrollGameStageDifficultyData
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return ScrollGameDifficulty.Easy;
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}
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}
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[Serializable]
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public sealed class CityData
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{
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public int id;
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public int needHeart;
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public int scriptId;
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public string prefabName;
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}
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[Serializable]
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public sealed class FundingData
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{
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public int id;
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public int cityId;
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public int fundingCityId;
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public int needAmount;
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}
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[Serializable]
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public sealed class PartTimerData
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{
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public int id;
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public int cityId;
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public int level;
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public int needHeartCityId;
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public int needHeart;
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public int needAmount;
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public int sales;
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public int heart;
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public int maxSales;
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public int maxHeart;
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public string prefabName;
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}
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