リワード発動時の店舗レベルPop抑制追加
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e3bb5c1c67
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@ -50,26 +50,21 @@ public class CornField : MonoBehaviour
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private readonly CompositeDisposable compositeDisposable = new CompositeDisposable();
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private readonly CompositeDisposable compositeDisposable = new CompositeDisposable();
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private readonly Subject<int> resetFertilizerTimer = new Subject<int>();
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private readonly Subject<int> resetFertilizerTimer = new Subject<int>();
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private bool isFertilizing;
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// Start is called before the first frame update
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// Start is called before the first frame update
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void Start()
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void Start()
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{
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{
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compositeDisposable.AddTo(this);
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compositeDisposable.AddTo(this);
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resetFertilizerTimer.AddTo(this);
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resetFertilizerTimer.AddTo(this);
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#if UNITY_EDITOR
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this.UpdateAsObservable()
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.Where(_ => Input.GetKeyDown(KeyCode.R))
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.Take(1)
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.Subscribe(_ => TransitionManager.Instance.LoadScene(GameScenes.CornField)).AddTo(this);
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#endif
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SoundManager.Instance.PlayBGM("bgm_Main");
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SoundManager.Instance.PlayBGM("bgm_Main");
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// データ
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// データ
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var gameData = GameDataManager.GameData;
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var gameData = GameDataManager.GameData;
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CoinManager.Instance.ChangeCoin(gameData.Coin);
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CoinManager.Instance.ChangeCoin(gameData.Coin);
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HeartMeter.Instance.Initialize(gameData.ViewedShopLevel, gameData.Heart);
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HeartMeter.Instance.Initialize(gameData.ViewedShopLevel, gameData.Heart);
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GameDataObserver.Instance.ShopLevelUpdate
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GameDataObserver.Instance.ShopLevelUpdate
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.Where(x => x)
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.Where(x => x && !isFertilizing)
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.Subscribe(x =>
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.Subscribe(x =>
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{
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{
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LocalCacheManager.Save(ShopLevelUp.DataTag, gameData.ViewedShopLevel + 1);
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LocalCacheManager.Save(ShopLevelUp.DataTag, gameData.ViewedShopLevel + 1);
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@ -102,6 +97,7 @@ public class CornField : MonoBehaviour
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#endif
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#endif
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GameDataManager.SaveGameData();
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GameDataManager.SaveGameData();
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isFertilizing = true;
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SoundManager.Instance.PlayBGM("bgm_fertilizer");
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SoundManager.Instance.PlayBGM("bgm_fertilizer");
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brotherFertilizerAnimation.StartAnimation();
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brotherFertilizerAnimation.StartAnimation();
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// button非表示
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// button非表示
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@ -151,6 +147,7 @@ public class CornField : MonoBehaviour
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this.CallWaitForSeconds(fertilizerFinishWaitTime, () =>
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this.CallWaitForSeconds(fertilizerFinishWaitTime, () =>
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{
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{
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isFertilizing = false;
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// ボタン表示復活
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// ボタン表示復活
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fertilizerButtonView.gameObject.SetActive(true);
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fertilizerButtonView.gameObject.SetActive(true);
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promoteGrowthButton.gameObject.SetActive(true);
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promoteGrowthButton.gameObject.SetActive(true);
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@ -38,6 +38,7 @@ public class GameDataObserver : SingletonMonoBehaviour<GameDataObserver>
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Observable.Interval(TimeSpan.FromSeconds(x))
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Observable.Interval(TimeSpan.FromSeconds(x))
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.Select(_ => UnityEngine.SceneManagement.SceneManager.sceneCount)
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.Select(_ => UnityEngine.SceneManagement.SceneManager.sceneCount)
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.DistinctUntilChanged()
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.DistinctUntilChanged()
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.Delay(TimeSpan.FromSeconds(.4f))
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// .Do(c => { Debug.Log($"sceneCount:{c}");})
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// .Do(c => { Debug.Log($"sceneCount:{c}");})
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)
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)
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.Switch();
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.Switch();
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