Merge branch 'develop' into collide

* develop:
  調理コーンを100粒に調整
  Corn演出調整
  ミス数に達してもゲームが続くよう変更
  焦げアニメーション対応
  コイン表示対応
  コーン演出調整
  Cooking corn演出調整
  Mainコーン演出作成

# Conflicts:
#	popcorn/Assets/MyGame/Scenes/shopping/shopping.unity
This commit is contained in:
kimura 2021-08-05 11:38:03 +09:00
commit 3175e66fb4
27 changed files with 1394 additions and 486 deletions

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AnimatorState: AnimatorState:
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@ -36,8 +60,7 @@ AnimatorState:
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m_CycleOffset: 0 m_CycleOffset: 0
m_Transitions: m_Transitions: []
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@ -107,73 +130,22 @@ AnimatorStateMachine:
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@ -184,8 +156,7 @@ AnimatorState:
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m_Speed: 1 m_Speed: 1
m_CycleOffset: 0 m_CycleOffset: 0
m_Transitions: m_Transitions: []
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View File

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@ -13692,7 +13692,7 @@ MonoBehaviour:
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View File

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@ -116,7 +116,7 @@ ParticleSystem:
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@ -168,8 +168,8 @@ ParticleSystem:
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@ -284,7 +284,7 @@ ParticleSystem:
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@ -606,7 +606,7 @@ ParticleSystem:
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View File

@ -82,12 +82,12 @@ public class CornManager : MonoBehaviour
}).AddTo(this); }).AddTo(this);
// ミス数上限で失敗 // ミス数上限で失敗
missCount // missCount
.Where(x => x == maxFailedCornCount) // .Where(x => x == maxFailedCornCount)
.Subscribe(_ => // .Subscribe(_ =>
{ // {
SetResult(CornResult.Failure); // SetResult(CornResult.Failure);
}).AddTo(this); // }).AddTo(this);
#if DEVELOPMENT_BUILD || UNITY_EDITOR #if DEVELOPMENT_BUILD || UNITY_EDITOR
cornCountSlider.wholeNumbers = true; cornCountSlider.wholeNumbers = true;

View File

@ -1,7 +1,7 @@
public class CornPopParameters public class CornPopParameters
{ {
public static readonly float[] CornPopTimeArray = { public static readonly float[] CornPopTimeArray = {
1f, 1f,
2.495f, 2.495f,
3.99f, 3.99f,
4.841f, 4.841f,
@ -20,77 +20,117 @@ public class CornPopParameters
12.864f, 12.864f,
13.271f, 13.271f,
13.678f, 13.678f,
13.906f, 14.044f,
14.134f, 14.41f,
14.344f, 14.739f,
14.554f, 15.069f,
14.747f, 15.366f,
14.94f, 15.662f,
15.119f, 15.929f,
15.298f, 16.196f,
15.463f, 16.436f,
15.628f, 16.676f,
15.781f, 16.892f,
15.934f, 17.109f,
16.077f, 17.303f,
16.219f, 17.498f,
16.352f, 17.673f,
16.484f, 17.848f,
16.608f, 18.006f,
16.732f, 18.163f,
16.848f, 18.305f,
16.964f, 18.447f,
17.073f, 18.575f,
17.182f, 18.702f,
17.284f, 18.817f,
17.387f, 18.932f,
17.484f, 19.035f,
17.581f, 19.139f,
17.672f, 19.232f,
17.764f, 19.325f,
17.851f, 19.409f,
17.938f, 19.492f,
18.02f, 19.568f,
18.103f, 19.643f,
18.182f, 19.711f,
18.261f, 19.779f,
18.337f, 19.84f,
18.413f, 19.901f,
18.485f, 19.956f,
18.558f, 20.011f,
18.627f, 20.06f,
18.697f, 20.11f,
18.765f, 20.154f,
18.832f, 20.199f,
18.897f, 20.239f,
18.962f, 20.279f,
19.025f, 20.315f,
19.088f, 20.351f,
19.15f, 20.383f,
19.211f, 20.416f,
19.271f, 20.445f,
19.33f, 20.474f,
19.389f, 20.501f,
19.447f, 20.527f,
19.504f, 20.551f,
19.561f, 20.574f,
19.616f, 20.596f,
19.672f, 20.617f,
19.727f, 20.636f,
19.782f, 20.655f,
19.835f, 20.672f,
19.889f, 20.69f,
19.942f, 20.705f,
20.721f,
20.735f,
20.749f,
20.761f,
20.774f,
20.785f,
20.796f,
20.807f,
20.817f,
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20.835f,
20.843f,
20.852f,
20.859f,
20.866f,
20.873f,
20.88f,
20.886f,
20.892f,
20.897f,
}; };
public static readonly float[] CornBurntTimeArray = { public static readonly float[] CornBurntTimeArray = {
10f, 10f,
9f,
8f, 8f,
6.95f,
5.9f, 5.9f,
5.1f,
4.3f, 4.3f,
3.75f,
3.2f, 3.2f,
2.9f,
2.6f, 2.6f,
2.55f,
2.5f, 2.5f,
2.45f,
2.4f,
2.4f,
2.4f,
2.4f,
2.4f,
2.4f,
2.4f,
2.4f,
2.4f,
2.4f,
2.4f,
2.4f,
2.4f,
2.4f, 2.4f,
2.4f, 2.4f,
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@ -41,8 +41,7 @@ public class CornField : MonoBehaviour
// データ // データ
var gameData = GameDataManager.GameData; var gameData = GameDataManager.GameData;
gameData.coin = 1000 + Random.Range(0, 1000); CoinManager.Instance.ChangeCoin(gameData.coin);
// Debug.Log(gameData.coin);
// 解放済みの畑 // 解放済みの畑
gameData.PlantLineTypes = new List<(PlantLineType type, CornFieldRank level)>() gameData.PlantLineTypes = new List<(PlantLineType type, CornFieldRank level)>()
{ {

View File

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@ -17,5 +17,7 @@ public class KitchenManager : MonoBehaviour
TransitionManager.Instance.LoadSceneAdditive(GameScenes.Recipe); TransitionManager.Instance.LoadSceneAdditive(GameScenes.Recipe);
}); });
var gameData = GameDataManager.GameData;
CoinManager.Instance.ChangeCoin(gameData.coin);
} }
} }

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@ -0,0 +1,25 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UniRx;
using UnityEngine;
public class Market : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
var gameData = GameDataManager.GameData;
CoinManager.Instance.ChangeCoin(gameData.coin);
Observable.Interval(TimeSpan.FromSeconds(2f)).Subscribe(_ =>
{
CoinManager.Instance.AddCoinWithEffect(300, () => { });
}).AddTo(this);
}
// Update is called once per frame
void Update()
{
}
}

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@ -0,0 +1,13 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Shopping : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
var gameData = GameDataManager.GameData;
CoinManager.Instance.ChangeCoin(gameData.coin);
}
}

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@ -6,6 +6,8 @@ using UnityEngine.UI;
public class CoinManager : SingletonMonoBehaviour<CoinManager> public class CoinManager : SingletonMonoBehaviour<CoinManager>
{ {
private static readonly int Add = Animator.StringToHash("Add");
// CoinView // CoinView
[SerializeField] private RectTransform coinIconTransform; [SerializeField] private RectTransform coinIconTransform;
[SerializeField] private TextWithCountUpInt coinCountText; [SerializeField] private TextWithCountUpInt coinCountText;
@ -52,31 +54,16 @@ public class CoinManager : SingletonMonoBehaviour<CoinManager>
private void InstantiateEffeect(RectTransform prefab, int count, Vector3 from, Vector3 to, Action callback) private void InstantiateEffeect(RectTransform prefab, int count, Vector3 from, Vector3 to, Action callback)
{ {
var baseAngle = UnityEngine.Random.value * 360.0f; var effect = Instantiate(prefab, Vector3.zero, Quaternion.identity, rootTransform);
var angle = -360.0f / count; // アニメ50フレーム
//コインアニメーション this.CallWaitForSeconds(1.0f, () => {
for(int i = 0; i < count; ++i){ // コインが到着したらSEとバイブ再生。コインはずみアニメーションを再生
var index = i; VibrationManager.Instance.PlayVibrationOnceWeak();
// 円状にバラけてた位置を生成 coinAnimator.SetTrigger(Add);
var tempPosition = from + (Vector3)Vector2.up.RotateDeg(baseAngle + i * angle + angle * UnityEngine.Random.value * 0.5f) * (0.2f + UnityEngine.Random.value * 0.8f); // SoundManager.Instance.PlaySE("se_coin_count");
// 0.1秒ごとにコインを生成 // コインは削除
this.CallWaitForSeconds(index * 0.1f, () => { Destroy(effect.gameObject);
var effect = Instantiate(prefab, tempPosition, Quaternion.identity, rootTransform); callback.Invoke();
// 表示から1秒経ったら0.2秒かけてコイン表示部分に飛んでいく });
this.CallWaitForSeconds(1.0f, () => {
this.CallLerp(0.2f, t => {
effect.position = Vector3.Lerp(tempPosition, to, t * t);
}, () => {
// コインが到着したらSEとバイブ再生。コインはずみアニメーションを再生
VibrationManager.Instance.PlayVibrationOnceWeak();
coinAnimator.SetTrigger("Add");
SoundManager.Instance.PlaySE("se_coin_count");
// コインは削除
Destroy(effect.gameObject);
});
});
});
}
this.CallWaitForSeconds(1.0f + 0.2f, callback);
} }
} }