Informationワールド対応
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@ -2,6 +2,7 @@ using System;
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using System.Collections.Generic;
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using System.Linq;
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using I2.Loc;
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using MyGame.Scripts;
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using UniRx;
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using UnityEngine;
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using UnityEngine.UI;
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@ -75,36 +76,37 @@ public class Information : MonoBehaviour
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scrollRect.verticalNormalizedPosition = 1;
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}).AddTo(this);
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var gameData = GameDataManager.GameData;
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var globalGameData = GameDataManager.GameData;
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var cityGameData = GameDataManager.GetCurrentCityGameData();
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var shopLevelList = SpreadsheetDataManager.Instance.GetBaseDataList<ShopLevelData>(Const.ShopLevelDataSheet);
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shopLevelList = shopLevelList.Where(data => data.shopLevel != Const.SpecialShopLevel).ToList();
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var shopScriptList = SpreadsheetDataManager.Instance.GetBaseDataList<BrotherScriptData>(Const.ScriptDataSheet);
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var shopLevelData = shopLevelList.FirstOrDefault(data => data.shopLevel == gameData.ViewedShopLevel) ?? shopLevelList[0];
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var nextShopLevelData = shopLevelList.FirstOrDefault(data => data.shopLevel == gameData.ViewedShopLevel + 1);
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var shopLevelData = shopLevelList.FirstOrDefault(data => data.shopLevel == globalGameData.ViewedShopLevel) ?? shopLevelList[0];
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var nextShopLevelData = shopLevelList.FirstOrDefault(data => data.shopLevel == globalGameData.ViewedShopLevel + 1);
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var nextLevelHeart = nextShopLevelData?.heart ?? shopLevelData.heart;
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var shopCustomizeLevelList = SpreadsheetDataManager.Instance.GetBaseDataList<ShopCustomizeLevelData>(Const.ShopCustomizeLevelDataSheet);
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var shopCustomizeData = shopCustomizeLevelList.FirstOrDefault(data => data.level == gameData.ShopCustomizeLevel) ?? shopCustomizeLevelList[0];
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var nextShopCustomizeData = shopCustomizeLevelList.FirstOrDefault(data => data.level == gameData.ShopCustomizeLevel + 1);
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var shopCustomizeData = shopCustomizeLevelList.FirstOrDefault(data => data.level == globalGameData.ShopCustomizeLevel) ?? shopCustomizeLevelList[0];
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var nextShopCustomizeData = shopCustomizeLevelList.FirstOrDefault(data => data.level == globalGameData.ShopCustomizeLevel + 1);
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var nextShopCustomizePoint = nextShopCustomizeData?.point ?? shopCustomizeData.point;
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var autoCookDataList = SpreadsheetDataManager.Instance.GetBaseDataList<AutoCookData>(Const.AutoCookDataSheet);
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var autoCookData = autoCookDataList.FirstOrDefault(data => data.level == gameData.AutoCookLevel) ?? autoCookDataList[0];
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totalDayText.text = $"{gameData.dailyLoginCount}{ScriptLocalization.Unit.Day}";
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totalSalesText.text = $"{gameData.TotalSales}{ScriptLocalization.Unit.Amount}";
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totalCoinText.text = gameData.TotalAddCoin.ToString();
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var autoCookData = autoCookDataList.FirstOrDefault(data => data.level == cityGameData.AutoCookLevel) ?? autoCookDataList[0];
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totalDayText.text = $"{globalGameData.dailyLoginCount}{ScriptLocalization.Unit.Day}";
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totalSalesText.text = $"{cityGameData.TotalSales}{ScriptLocalization.Unit.Amount}";
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totalCoinText.text = cityGameData.TotalAddCoin.ToString();
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achievementText.text = shopLevelData.Achievement;
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shopLevelText.text = String.Format(shopLevelFormat, gameData.ViewedShopLevel.ToString());
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progressText.text = String.Format(progressFormat, Mathf.Min(gameData.Heart, nextLevelHeart), nextLevelHeart);
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shopCustomizeLevelText.text = String.Format(shopLevelFormat, gameData.ShopCustomizeLevel.ToString());
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shopCustomizeProgressText.text = String.Format(progressFormat, Mathf.Min(gameData.ShopCustomizePoint, nextShopCustomizePoint), nextShopCustomizePoint);
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autoCookLevelText.text = String.Format(shopLevelFormat, gameData.AutoCookLevel);
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autoCookProgressText.text = String.Format(progressFormat, Mathf.Min(gameData.AutoCookUsesCount, autoCookData.clearCount), autoCookData.clearCount);
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autoCookLevelObject.SetActive(gameData.ViewedShopLevel >= Const.AutoCookAvailableLevel);
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autoCookProgressObject.SetActive(gameData.ViewedShopLevel >= Const.AutoCookAvailableLevel);
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shopLevelText.text = String.Format(shopLevelFormat, globalGameData.ViewedShopLevel.ToString());
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progressText.text = String.Format(progressFormat, Mathf.Min(GameDataUtils.GetTotalHeart(), nextLevelHeart), nextLevelHeart);
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shopCustomizeLevelText.text = String.Format(shopLevelFormat, globalGameData.ShopCustomizeLevel.ToString());
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shopCustomizeProgressText.text = String.Format(progressFormat, Mathf.Min(globalGameData.ShopCustomizePoint, nextShopCustomizePoint), nextShopCustomizePoint);
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autoCookLevelText.text = String.Format(shopLevelFormat, cityGameData.AutoCookLevel);
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autoCookProgressText.text = String.Format(progressFormat, Mathf.Min(cityGameData.AutoCookUsesCount, autoCookData.clearCount), autoCookData.clearCount);
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autoCookLevelObject.SetActive(globalGameData.ViewedShopLevel >= Const.AutoCookAvailableLevel);
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autoCookProgressObject.SetActive(globalGameData.ViewedShopLevel >= Const.AutoCookAvailableLevel);
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var productList = SpreadsheetDataManager.Instance.GetBaseDataList<ProductData>(Const.ProductDataSheet);
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var materialList = SpreadsheetDataManager.Instance.GetBaseDataList<ShopData>(Const.ShopDataSheet);
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var shopStockList = gameData.ShopStock.Select(data => (data.FlavorId, data.Stock));
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var tankStockList = gameData.StorageTanks.Select(data => (data.FlavorId, data.Stock));
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var shopStockList = cityGameData.ShopStock.Select(data => (data.FlavorId, data.Stock));
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var tankStockList = cityGameData.StorageTanks.Select(data => (data.FlavorId, data.Stock));
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var totalStockList = shopStockList.Concat(tankStockList).ToList();
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// shopLevel
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@ -126,7 +128,7 @@ public class Information : MonoBehaviour
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{
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var levelData = shopLevelList[index];
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var scriptList = shopScriptList.Where(data => data.id == levelData.shopLevel).ToList();
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SetHistory(levelData, scriptList, levelData.shopLevel > gameData.ViewedShopLevel);
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SetHistory(levelData, scriptList, levelData.shopLevel > globalGameData.ViewedShopLevel);
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if (index == 6)
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{
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@ -159,7 +161,7 @@ public class Information : MonoBehaviour
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// material
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materialTarget.DestroyAllChildrens();
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var totalCount = gameData.Material.Sum(data => data.Amount);
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var totalCount = cityGameData.Material.Sum(data => data.Amount);
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if (totalCount == 0)
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{
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var view = Instantiate(materialPrefab, materialTarget);
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@ -167,7 +169,7 @@ public class Information : MonoBehaviour
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}
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else
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{
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foreach (var materialData in gameData.Material)
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foreach (var materialData in cityGameData.Material)
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{
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if (materialData.Amount == 0)
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{
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