Merge branch 'feature/1.5.1' of bitbucket.org:usaya/popcorn into feature/1.5.1
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LocalizeCallBack:
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@ -342,7 +394,7 @@ RectTransform:
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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@ -425,83 +477,3 @@ MonoBehaviour:
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--- !u!222 &7932948163013127621
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--- !u!114 &7932948163013127618
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m_Color: {r: 0.3372549, g: 0.21960784, b: 0.14117648, a: 1}
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m_RaycastTarget: 1
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m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
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m_Maskable: 1
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m_OnCullStateChanged:
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m_PersistentCalls:
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m_Calls: []
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m_FontData:
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m_Font: {fileID: 12800000, guid: b5532e9ce15694f55a0893a76a98cd78, type: 3}
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m_FontSize: 75
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m_FontStyle: 1
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m_BestFit: 1
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m_MinSize: 0
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m_MaxSize: 75
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m_Alignment: 4
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m_AlignByGeometry: 0
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m_RichText: 1
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m_HorizontalOverflow: 0
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m_VerticalOverflow: 0
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m_LineSpacing: 1
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m_Text: 60
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|
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|
|
@ -211,6 +211,7 @@ namespace MyGame.Scenes.MiniGame.Scripts
|
||||||
stageManager.Difficulty.SkipLatestValueOnSubscribe().Subscribe(x =>
|
stageManager.Difficulty.SkipLatestValueOnSubscribe().Subscribe(x =>
|
||||||
{
|
{
|
||||||
bgManager.SetSky(x);
|
bgManager.SetSky(x);
|
||||||
|
player.SetSpeed(x);
|
||||||
}).AddTo(this);
|
}).AddTo(this);
|
||||||
|
|
||||||
player.OnHitItem.Where(_ => state.Value == GameState.Play).Subscribe(x =>
|
player.OnHitItem.Where(_ => state.Value == GameState.Play).Subscribe(x =>
|
||||||
|
|
|
||||||
|
|
@ -8,41 +8,8 @@ namespace MyGame.Scenes.MiniGame.Scripts
|
||||||
{
|
{
|
||||||
public class HeaderView : MonoBehaviour
|
public class HeaderView : MonoBehaviour
|
||||||
{
|
{
|
||||||
[SerializeField] private Text text;
|
[SerializeField] private TextMeshProUGUI text;
|
||||||
[SerializeField] private Text timeText;
|
|
||||||
[SerializeField] private Animator countDownAnimator;
|
|
||||||
[SerializeField] private TextMeshProUGUI countDownText;
|
|
||||||
private int count = 5;
|
|
||||||
|
|
||||||
private void Start()
|
|
||||||
{
|
|
||||||
countDownAnimator.gameObject.SetActive(false);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void ChangeItemCount(int value) => text.text = value.ToString();
|
public void ChangeItemCount(int value) => text.text = value.ToString();
|
||||||
|
|
||||||
public void ChangeTimeCount(float newTime)
|
|
||||||
{
|
|
||||||
timeText.text = $"{newTime:0}";
|
|
||||||
}
|
|
||||||
|
|
||||||
public void StartCountDown()
|
|
||||||
{
|
|
||||||
Observable.Timer(TimeSpan.Zero, TimeSpan.FromSeconds(1f))
|
|
||||||
.Select(x => count - x)
|
|
||||||
.Take(count)
|
|
||||||
.Subscribe(x =>
|
|
||||||
{
|
|
||||||
countDownAnimator.gameObject.SetActive(true);
|
|
||||||
countDownText.text = x.ToString();
|
|
||||||
countDownAnimator.Play("CountDown", 0, 0f);
|
|
||||||
}, () =>
|
|
||||||
{
|
|
||||||
Observable.Timer(TimeSpan.FromSeconds(1f)).Subscribe(_ =>
|
|
||||||
{
|
|
||||||
countDownAnimator.gameObject.SetActive(false);
|
|
||||||
}).AddTo(this);
|
|
||||||
}).AddTo(this);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
@ -8,6 +8,9 @@ namespace MyGame.Scenes.MiniGame.Scripts
|
||||||
public class Player : MonoBehaviour
|
public class Player : MonoBehaviour
|
||||||
{
|
{
|
||||||
[SerializeField] private float speed = 5f;
|
[SerializeField] private float speed = 5f;
|
||||||
|
[SerializeField] private float normalSpeedMultiply;
|
||||||
|
[SerializeField] private float hardSpeedMultiply;
|
||||||
|
[SerializeField] private float extraSpeedMultiply;
|
||||||
[SerializeField] private float hitJumpTime = 1f;
|
[SerializeField] private float hitJumpTime = 1f;
|
||||||
[SerializeField] private float hitTime = 1.5f;
|
[SerializeField] private float hitTime = 1.5f;
|
||||||
[SerializeField] private float hitWaitTime = 1f;
|
[SerializeField] private float hitWaitTime = 1f;
|
||||||
|
|
@ -35,6 +38,7 @@ namespace MyGame.Scenes.MiniGame.Scripts
|
||||||
private bool isWall;
|
private bool isWall;
|
||||||
private bool isResult;
|
private bool isResult;
|
||||||
private float currentFallSpeed;
|
private float currentFallSpeed;
|
||||||
|
private float currentSpeedMultiply;
|
||||||
public bool IsHit => isHit;
|
public bool IsHit => isHit;
|
||||||
private readonly CompositeDisposable jumpCompositeDisposable = new CompositeDisposable();
|
private readonly CompositeDisposable jumpCompositeDisposable = new CompositeDisposable();
|
||||||
private readonly CompositeDisposable hitCompositeDisposable = new CompositeDisposable();
|
private readonly CompositeDisposable hitCompositeDisposable = new CompositeDisposable();
|
||||||
|
|
@ -70,6 +74,7 @@ namespace MyGame.Scenes.MiniGame.Scripts
|
||||||
isHole = false;
|
isHole = false;
|
||||||
isWall = false;
|
isWall = false;
|
||||||
isResult = false;
|
isResult = false;
|
||||||
|
currentSpeedMultiply = 1f;
|
||||||
}
|
}
|
||||||
|
|
||||||
private void Stay(bool force = false)
|
private void Stay(bool force = false)
|
||||||
|
|
@ -87,7 +92,7 @@ namespace MyGame.Scenes.MiniGame.Scripts
|
||||||
{
|
{
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
transform.AddPositionX(speed * Time.deltaTime);
|
transform.AddPositionX(speed * Time.deltaTime * currentSpeedMultiply);
|
||||||
if (isJump || isHit || isFall)
|
if (isJump || isHit || isFall)
|
||||||
{
|
{
|
||||||
return;
|
return;
|
||||||
|
|
@ -108,7 +113,8 @@ namespace MyGame.Scenes.MiniGame.Scripts
|
||||||
isFall = false;
|
isFall = false;
|
||||||
var lastFrame = jumpAnimationCurve[jumpAnimationCurve.length - 1];
|
var lastFrame = jumpAnimationCurve[jumpAnimationCurve.length - 1];
|
||||||
// 最高点までのジャンプ
|
// 最高点までのジャンプ
|
||||||
var jumpCoroutine = MonoBehaviourExtensions.DoCallLerp(lastFrame.time, t =>
|
var jumpTime = lastFrame.time / currentSpeedMultiply;
|
||||||
|
var jumpCoroutine = MonoBehaviourExtensions.DoCallLerp(jumpTime, t =>
|
||||||
{
|
{
|
||||||
transform.SetLocalPositionY(basePos.y + jumpAnimationCurve.Evaluate(t * lastFrame.time));
|
transform.SetLocalPositionY(basePos.y + jumpAnimationCurve.Evaluate(t * lastFrame.time));
|
||||||
}, () =>
|
}, () =>
|
||||||
|
|
@ -118,7 +124,7 @@ namespace MyGame.Scenes.MiniGame.Scripts
|
||||||
isFall = true;
|
isFall = true;
|
||||||
});
|
});
|
||||||
// 通常落下
|
// 通常落下
|
||||||
var jumpFallCoroutine = MonoBehaviourExtensions.DoCallLerp(lastFrame.time, t =>
|
var jumpFallCoroutine = MonoBehaviourExtensions.DoCallLerp(jumpTime, t =>
|
||||||
{
|
{
|
||||||
transform.SetLocalPositionY(basePos.y + jumpAnimationCurve.Evaluate((t + 1) * lastFrame.time));
|
transform.SetLocalPositionY(basePos.y + jumpAnimationCurve.Evaluate((t + 1) * lastFrame.time));
|
||||||
}, () =>
|
}, () =>
|
||||||
|
|
@ -159,10 +165,10 @@ namespace MyGame.Scenes.MiniGame.Scripts
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
animator.Play("Brother_pink_Glideing_Cancel");
|
animator.Play("Brother_pink_Glideing_Cancel");
|
||||||
currentFallSpeed -= fallAcceleration * Time.deltaTime;
|
currentFallSpeed -= fallAcceleration * Time.deltaTime * currentSpeedMultiply;
|
||||||
}
|
}
|
||||||
|
|
||||||
transform.AddLocalPositionY(currentFallSpeed * Time.deltaTime);
|
transform.AddLocalPositionY(currentFallSpeed * Time.deltaTime * currentSpeedMultiply);
|
||||||
}, () =>
|
}, () =>
|
||||||
{
|
{
|
||||||
currentFallSpeed = 0f;
|
currentFallSpeed = 0f;
|
||||||
|
|
@ -201,17 +207,11 @@ namespace MyGame.Scenes.MiniGame.Scripts
|
||||||
// 落下時間不定によりアニメ再生停止
|
// 落下時間不定によりアニメ再生停止
|
||||||
animator.speed = 0f;
|
animator.speed = 0f;
|
||||||
currentFallSpeed = 0f;
|
currentFallSpeed = 0f;
|
||||||
this.UpdateAsObservable()
|
FallDown(basePos.y, () =>
|
||||||
.TakeWhile(_ => transform.localPosition.y > basePos.y)
|
|
||||||
.Subscribe(_ =>
|
|
||||||
{
|
|
||||||
currentFallSpeed -= fallAcceleration * Time.deltaTime;
|
|
||||||
transform.AddLocalPositionY(currentFallSpeed * Time.deltaTime);
|
|
||||||
}, () =>
|
|
||||||
{
|
{
|
||||||
// 31フレームまでが落下32からズサー
|
// 31フレームまでが落下32からズサー
|
||||||
animator?.PlayInFixedTime("Brother_pink_FallDown", 0, .5f);
|
animator?.PlayInFixedTime("Brother_pink_FallDown", 0, .5f);
|
||||||
animator.speed = 1f;
|
animator.speed = currentSpeedMultiply;
|
||||||
transform.SetLocalPositionY(groundPos);
|
transform.SetLocalPositionY(groundPos);
|
||||||
currentFallSpeed = 0f;
|
currentFallSpeed = 0f;
|
||||||
isJump = false;
|
isJump = false;
|
||||||
|
|
@ -234,7 +234,7 @@ namespace MyGame.Scenes.MiniGame.Scripts
|
||||||
}
|
}
|
||||||
}).AddTo(hitCompositeDisposable);
|
}).AddTo(hitCompositeDisposable);
|
||||||
}).AddTo(hitCompositeDisposable);
|
}).AddTo(hitCompositeDisposable);
|
||||||
}).AddTo(hitCompositeDisposable);
|
}).AddTo(jumpCompositeDisposable);
|
||||||
}).AddTo(hitCompositeDisposable);
|
}).AddTo(hitCompositeDisposable);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -249,13 +249,7 @@ namespace MyGame.Scenes.MiniGame.Scripts
|
||||||
|
|
||||||
hitCompositeDisposable.Clear();
|
hitCompositeDisposable.Clear();
|
||||||
jumpCompositeDisposable.Clear();
|
jumpCompositeDisposable.Clear();
|
||||||
this.UpdateAsObservable()
|
FallDown(fallLimit, () =>
|
||||||
.TakeWhile(_ => transform.localPosition.y > fallLimit)
|
|
||||||
.Subscribe(_ =>
|
|
||||||
{
|
|
||||||
currentFallSpeed -= fallAcceleration * Time.deltaTime;
|
|
||||||
transform.AddLocalPositionY(currentFallSpeed * Time.deltaTime);
|
|
||||||
}, () =>
|
|
||||||
{
|
{
|
||||||
isFall = false;
|
isFall = false;
|
||||||
currentFallSpeed = 0f;
|
currentFallSpeed = 0f;
|
||||||
|
|
@ -266,11 +260,34 @@ namespace MyGame.Scenes.MiniGame.Scripts
|
||||||
}).AddTo(jumpCompositeDisposable);
|
}).AddTo(jumpCompositeDisposable);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private IDisposable FallDown(float baseYPos, Action onComplete)
|
||||||
|
{
|
||||||
|
return this.UpdateAsObservable()
|
||||||
|
.TakeWhile(_ => transform.localPosition.y > baseYPos)
|
||||||
|
.Subscribe(_ =>
|
||||||
|
{
|
||||||
|
currentFallSpeed -= fallAcceleration * Time.deltaTime * currentSpeedMultiply;
|
||||||
|
transform.AddLocalPositionY(currentFallSpeed * Time.deltaTime * currentSpeedMultiply);
|
||||||
|
}, onComplete);
|
||||||
|
}
|
||||||
|
|
||||||
public void Wall()
|
public void Wall()
|
||||||
{
|
{
|
||||||
isWall = true;
|
isWall = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void SetSpeed(ScrollGameDifficulty difficulty)
|
||||||
|
{
|
||||||
|
currentSpeedMultiply = difficulty switch
|
||||||
|
{
|
||||||
|
ScrollGameDifficulty.Easy => 1f,
|
||||||
|
ScrollGameDifficulty.Normal => normalSpeedMultiply,
|
||||||
|
ScrollGameDifficulty.Hard => hardSpeedMultiply,
|
||||||
|
ScrollGameDifficulty.Extra => extraSpeedMultiply,
|
||||||
|
_ => throw new ArgumentOutOfRangeException(nameof(difficulty), difficulty, null)
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
public void Result()
|
public void Result()
|
||||||
{
|
{
|
||||||
if (isJump || isHit || isFall)
|
if (isJump || isHit || isFall)
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue