落下を加速度で指定するように変更
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1b7dd861c1
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@ -1394,8 +1394,8 @@ PrefabInstance:
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objectReference: {fileID: 0}
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objectReference: {fileID: 0}
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- target: {fileID: 2607884839347368726, guid: acd6e6365b5fe4863aedc684a50b8028,
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- target: {fileID: 2607884839347368726, guid: acd6e6365b5fe4863aedc684a50b8028,
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type: 3}
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type: 3}
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propertyPath: flyingFallSpeed
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propertyPath: fallAcceleration
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value: 0.02
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value: 19.6
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objectReference: {fileID: 0}
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objectReference: {fileID: 0}
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- target: {fileID: 4931350312200274921, guid: acd6e6365b5fe4863aedc684a50b8028,
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- target: {fileID: 4931350312200274921, guid: acd6e6365b5fe4863aedc684a50b8028,
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type: 3}
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type: 3}
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@ -13,8 +13,8 @@ namespace MyGame.Scenes.MiniGame.Scripts
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[SerializeField] private float hitWaitTime = 1f;
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[SerializeField] private float hitWaitTime = 1f;
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[SerializeField] private AnimationCurve jumpAnimationCurve;
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[SerializeField] private AnimationCurve jumpAnimationCurve;
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[SerializeField] private AnimationCurve hitAnimationCurve;
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[SerializeField] private AnimationCurve hitAnimationCurve;
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[SerializeField] private float flyingFallSpeed;
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[SerializeField] private float flyingFallSpeed = 1f;
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[SerializeField] private float fallSpeed;
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[SerializeField] private float fallAcceleration = 9.8f;
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[SerializeField] private GameObject itemHitCollider;
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[SerializeField] private GameObject itemHitCollider;
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[SerializeField] private GameObject obstacleHitCollider;
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[SerializeField] private GameObject obstacleHitCollider;
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[SerializeField] private GameObject level1;
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[SerializeField] private GameObject level1;
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@ -124,6 +124,7 @@ namespace MyGame.Scenes.MiniGame.Scripts
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if (isFall && active && !isFlying)
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if (isFall && active && !isFlying)
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{
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{
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isFlying = true;
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isFlying = true;
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var currentSpeed = 0f;
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this.SafeStopCoroutine(jumpFallCoroutine);
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this.SafeStopCoroutine(jumpFallCoroutine);
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jumpHoldDisposable?.Dispose();
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jumpHoldDisposable?.Dispose();
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jumpHoldDisposable = this.UpdateAsObservable()
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jumpHoldDisposable = this.UpdateAsObservable()
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@ -131,8 +132,16 @@ namespace MyGame.Scenes.MiniGame.Scripts
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.Subscribe(_ =>
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.Subscribe(_ =>
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{
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{
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// 滑空or落下切り替え
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// 滑空or落下切り替え
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var currentSpeed = isButtonHold ? -flyingFallSpeed : -fallSpeed;
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if (isButtonHold)
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transform.AddLocalPositionY(currentSpeed);
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{
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currentSpeed = -flyingFallSpeed;
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}
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else
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{
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currentSpeed -= fallAcceleration * Time.deltaTime;
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}
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transform.AddLocalPositionY(currentSpeed * Time.deltaTime);
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}, () =>
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}, () =>
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{
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{
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isJump = false;
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isJump = false;
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