収穫時のコーン表示制限を追加
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@ -16,8 +16,11 @@ public class CornHarvester : MonoBehaviour
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[SerializeField] private GameObject harvestedSpawnTarget;
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[SerializeField] private float thrust = 100f;
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[SerializeField] private Transform machineTarget;
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// 収穫演出で出るコーンの数を制限
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[SerializeField] private float cullCornRate = .8f;
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[SerializeField] private int firstCornLimit = 200;
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[SerializeField] private int secondCornLimit = 300;
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private Animator machineAnimator;
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private int maxCorn = 100; // 収穫演出で出るコーンの数を制限
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private int runningCount;
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private readonly ReactiveProperty<int> count = new ReactiveProperty<int>(0);
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@ -35,7 +38,7 @@ public class CornHarvester : MonoBehaviour
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{
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machineAnimator?.SetTrigger(PutOut);
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runningCount++;
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StartCoroutine(Harvested(Mathf.Min(maxCorn, x.Current - x.Previous), (list) =>
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StartCoroutine(Harvested(x.Current - x.Previous, (list) =>
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{
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runningCount--;
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if (runningCount == 0)
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@ -59,6 +62,12 @@ public class CornHarvester : MonoBehaviour
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for (int i = 0; i < cnt; i++)
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{
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VibrationManager.Instance.PlayVibrationOnce();
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var cornCount = harvestedSpawnTransform.childCount;
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if (cornCount > secondCornLimit || cornCount > firstCornLimit && Random.value <= cullCornRate)
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{
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yield return null;
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continue;
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}
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var corn = Instantiate(harvestedPrefab, harvestedSpawnTransform.position, Quaternion.identity, harvestedSpawnTransform);
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corn.GetComponent<Rigidbody2D>().AddForce(new Vector2(Random.Range(-0.3f, 0.3f), -1).normalized * thrust, ForceMode2D.Impulse);
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finishedList.Add(corn.GetComponent<Collider2D>());
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