バイト詳細レベルMax表示対応
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@ -3664,6 +3664,7 @@ MonoBehaviour:
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tipsText: {fileID: 907682419}
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tipsText: {fileID: 907682419}
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levelUpButton: {fileID: 45079309}
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levelUpButton: {fileID: 45079309}
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disableButton: {fileID: 1961680769}
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disableButton: {fileID: 1961680769}
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maxLevelFillObject: {fileID: 1973412669}
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--- !u!1 &1676914697
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--- !u!1 &1676914697
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GameObject:
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GameObject:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@ -4665,7 +4666,7 @@ GameObject:
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m_Icon: {fileID: 0}
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_StaticEditorFlags: 0
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m_IsActive: 0
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m_IsActive: 1
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--- !u!224 &1973412670
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--- !u!224 &1973412670
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RectTransform:
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RectTransform:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@ -4682,7 +4683,7 @@ RectTransform:
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m_RootOrder: 1
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m_RootOrder: 1
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 0, y: 0}
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m_AnchorMax: {x: 1, y: 1}
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m_AnchoredPosition: {x: 0, y: 0}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 0, y: 42}
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m_SizeDelta: {x: 0, y: 42}
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m_Pivot: {x: 0.5, y: 0.5}
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m_Pivot: {x: 0.5, y: 0.5}
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@ -27,6 +27,7 @@ namespace MyGame.Scenes.Main.Scripts
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[SerializeField] private Text tipsText;
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[SerializeField] private Text tipsText;
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[SerializeField] private Button levelUpButton;
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[SerializeField] private Button levelUpButton;
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[SerializeField] private GameObject disableButton;
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[SerializeField] private GameObject disableButton;
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[SerializeField] private GameObject maxLevelFillObject;
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private bool buttonActive;
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private bool buttonActive;
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@ -46,6 +47,7 @@ namespace MyGame.Scenes.Main.Scripts
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});
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});
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}).AddTo(this);
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}).AddTo(this);
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maxLevelFillObject.SetActive(false);
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cityIconTarget.DestroyAllChildrens();
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cityIconTarget.DestroyAllChildrens();
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Instantiate(cityData.GetIconPrefab(), cityIconTarget);
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Instantiate(cityData.GetIconPrefab(), cityIconTarget);
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cityNameText.text = cityData.Name;
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cityNameText.text = cityData.Name;
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@ -64,7 +66,7 @@ namespace MyGame.Scenes.Main.Scripts
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{
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{
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// レベルアップを挟むと報酬がプレイヤーに有利になる件
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// レベルアップを挟むと報酬がプレイヤーに有利になる件
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CoinManager.Instance.SubCoin(nextData.needAmount);
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CoinManager.Instance.SubCoin(nextData.needAmount);
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cityGameData.Coin += CoinManager.Instance.OwnCoin;
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cityGameData.Coin = CoinManager.Instance.OwnCoin;
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cityGameData.PartTimerLevel = nextData.level;
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cityGameData.PartTimerLevel = nextData.level;
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GameDataManager.SaveGameData();
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GameDataManager.SaveGameData();
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levelText.text = $"Lv.{cityGameData.PartTimerLevel}";
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levelText.text = $"Lv.{cityGameData.PartTimerLevel}";
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@ -83,7 +85,11 @@ namespace MyGame.Scenes.Main.Scripts
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private void SetMaxLevel()
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private void SetMaxLevel()
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{
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{
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maxLevelFillObject.SetActive(true);
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tipsText.text = "最大レベルに達しました";
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heartMaxObject.SetActive(true);
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SetButtonActive(false);
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SetButtonActive(false);
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amountText.text = "--";
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}
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}
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private void SetPartTimerData(CityData cityData, PartTimerData nextPartTimerData)
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private void SetPartTimerData(CityData cityData, PartTimerData nextPartTimerData)
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