rename/refactor

This commit is contained in:
kimura 2021-09-28 12:51:39 +09:00
parent a7e33f217c
commit 444a04ee6f
3 changed files with 17 additions and 56 deletions

View File

@ -64,16 +64,20 @@ public class CornField : MonoBehaviour
// セーブデータから畑を復元 // セーブデータから畑を復元
availableLines.Clear(); availableLines.Clear();
foreach (var line in gameData.PlantLines) foreach (var lineData in gameData.PlantLineDataList)
{ {
var plantLine = plantLines.First(x => x.LineName == line.Type); var plantLine = plantLines.First(x => x.LineName == lineData.Type);
plantLine.gameObject.SetActive(true); plantLine.gameObject.SetActive(true);
plantLine.SetFieldLevel(line.Level); plantLine.SetFieldLevel(lineData.Level);
availableLines.Add(plantLine); availableLines.Add(plantLine);
// コーン株の進行度初回データ作成 // コーン株の進行度初回データ作成
if (!gameData.SeedlingDataList.Exists(x => x.type == line.Type)) if (!gameData.SeedlingDataList.Exists(x => x.type == lineData.Type))
{ {
gameData.SeedlingDataList.Add(GenerateSeedlingData(line.Type, line.Level)); gameData.SeedlingDataList.Add(new SeedlingProgressData
{
type = lineData.Type,
Seedlings = Enumerable.Repeat(GenerateSeedlingGene(lineData.Level), plantLine.Seedlings.Count).ToList()
});
} }
} }
GameDataManager.SaveGameData(); GameDataManager.SaveGameData();
@ -211,10 +215,9 @@ public class CornField : MonoBehaviour
private void SetData() private void SetData()
{ {
var gameData = GameDataManager.GameData; var gameData = GameDataManager.GameData;
// 解放済みの畑 if (gameData.PlantLineDataList == null || gameData.PlantLineDataList.Count == 0)
// if (gameData.PlantLines == null || gameData.PlantLines.Count == 0)
{ {
gameData.PlantLines = new List<PlantLineData> gameData.PlantLineDataList = new List<PlantLineData>
{ {
new PlantLineData(PlantLineType.Top, CornFieldRank.Rank3), new PlantLineData(PlantLineType.Top, CornFieldRank.Rank3),
new PlantLineData(PlantLineType.Center, CornFieldRank.Rank1), new PlantLineData(PlantLineType.Center, CornFieldRank.Rank1),
@ -225,53 +228,11 @@ public class CornField : MonoBehaviour
{ {
gameData.SeedlingDataList = new List<SeedlingProgressData>(); gameData.SeedlingDataList = new List<SeedlingProgressData>();
} }
// 収穫機レベル if (gameData.MachineLevel == 0)
Debug.Log($"machineLevel {gameData.MachineLevel}");
GameDataManager.SaveGameData();
}
private SeedlingProgressData GenerateSeedlingData(PlantLineType type, CornFieldRank level)
{
switch (type)
{ {
case PlantLineType.Top: gameData.MachineLevel = 1;
return new SeedlingProgressData
{
type = PlantLineType.Top,
Seedlings = new List<SeedlingData>()
{
GenerateSeedlingGene(level),
GenerateSeedlingGene(level),
GenerateSeedlingGene(level),
GenerateSeedlingGene(level),
}
};
case PlantLineType.Center:
return new SeedlingProgressData
{
type = PlantLineType.Center,
Seedlings = new List<SeedlingData>()
{
GenerateSeedlingGene(level),
GenerateSeedlingGene(level),
GenerateSeedlingGene(level),
}
};
case PlantLineType.Bottom:
return new SeedlingProgressData
{
type = PlantLineType.Bottom,
Seedlings = new List<SeedlingData>()
{
GenerateSeedlingGene(level),
GenerateSeedlingGene(level),
GenerateSeedlingGene(level),
GenerateSeedlingGene(level),
}
};
default:
throw new ArgumentOutOfRangeException(nameof(type), type, null);
} }
GameDataManager.SaveGameData();
} }
private SeedlingData GenerateSeedlingGene(CornFieldRank level) private SeedlingData GenerateSeedlingGene(CornFieldRank level)

View File

@ -26,12 +26,12 @@ public class FacilityExpantion : MonoBehaviour
// 適用できるかどうか判定 // 適用できるかどうか判定
foreach (var item in items) foreach (var item in items)
{ {
if (!GameDataManager.GameData.PlantLines.Exists(x => x.Type == item.Type)) if (!GameDataManager.GameData.PlantLineDataList.Exists(x => x.Type == item.Type))
{ {
item.SetItem(false, CornFieldRank.Rank1); item.SetItem(false, CornFieldRank.Rank1);
return; return;
} }
item.SetItem(true, GameDataManager.GameData.PlantLines.First(x => x.Type == item.Type).Level); item.SetItem(true, GameDataManager.GameData.PlantLineDataList.First(x => x.Type == item.Type).Level);
item.ClickObservable.Subscribe(_ => item.ClickObservable.Subscribe(_ =>
{ {
// 購入時コイン比較後、コイン減算ここコイン増加と処理がかぶるとややこしいBatchとかで処理するといいかも // 購入時コイン比較後、コイン減算ここコイン増加と処理がかぶるとややこしいBatchとかで処理するといいかも

View File

@ -53,7 +53,7 @@ public sealed class GameData {
// public bool isRandomAvatar; // public bool isRandomAvatar;
// CornField // CornField
[DataMember(Name = "Data12")] [DataMember(Name = "Data12")]
public List<PlantLineData> PlantLines = new List<PlantLineData>(); public List<PlantLineData> PlantLineDataList = new List<PlantLineData>();
// [DataMember(Name = "Data13")] // [DataMember(Name = "Data13")]
[DataMember(Name = "Data14")] [DataMember(Name = "Data14")]
public int MachineLevel = 1; public int MachineLevel = 1;