お客さんの動き改善/販売ロジック修正
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@ -55,12 +55,13 @@ MonoBehaviour:
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walkSideTopPosition: -0.6
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walkSideMidPos: -4
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walkSideBottomPos: -6.7
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walkSideLeavePos: -1
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stopPosision: 0
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stopPositionRange: 1
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stopPositionRange: 3
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orderStayPositions: []
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orderPosision: 0.5
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orderPositionRange: 2
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waitOrderPosision: -0.6
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waitOrderPosision: -1.5
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walkSideSpeed: 1.3
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walkFrontBackSpeed: 1
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--- !u!114 &1385243083193661112
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@ -78,6 +79,32 @@ MonoBehaviour:
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bigHeart: {fileID: 7988005957398545984}
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smallHeart: {fileID: 992423202615605163}
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target: {fileID: 0}
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--- !u!61 &3337152902562194938
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BoxCollider2D:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 5409985851491668855}
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m_Enabled: 1
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m_Density: 1
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m_Material: {fileID: 0}
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m_IsTrigger: 0
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m_UsedByEffector: 0
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m_UsedByComposite: 0
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m_Offset: {x: 0, y: 0}
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m_SpriteTilingProperty:
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border: {x: 0, y: 0, z: 0, w: 0}
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pivot: {x: 0, y: 0}
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serializedVersion: 2
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m_Size: {x: 2, y: 2}
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m_EdgeRadius: 0
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--- !u!210 &7449452199590198578
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SortingGroup:
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m_ObjectHideFlags: 0
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@ -156,6 +183,11 @@ PrefabInstance:
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propertyPath: m_Name
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value: NormalBody
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objectReference: {fileID: 0}
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- target: {fileID: 4886416729068509251, guid: db654393793a67d45a7d0b70a68b73a6,
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propertyPath: m_IsActive
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@ -7,16 +7,27 @@ using Random = UnityEngine.Random;
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public enum CustomerMovingType
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{
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WalkFront,
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WalkSide,
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WalkBack,
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WalkBackHalf,
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StayBack,
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StayBackLook,
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WalkFrontEat,
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WalkSideEat,
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WalkCenter,
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StayBack,
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StayBackLook,
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WalkBack,
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WalkBackHalf,
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WalkFront,
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WalkFrontEat,
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}
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public enum CustomerState
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{
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Walk,
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Want,
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Wait,
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Order,
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Leave,
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EatingLeave,
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}
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public class CustomerController : MonoBehaviour
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{
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private static readonly int WalkFront = Animator.StringToHash("WalkFront");
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@ -40,6 +51,7 @@ public class CustomerController : MonoBehaviour
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[SerializeField] private float walkSideTopPosition;
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[SerializeField] private float walkSideMidPos;
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[SerializeField] private float walkSideBottomPos;
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[SerializeField] private float walkSideLeavePos;
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// 立ち止まる範囲
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[SerializeField] private float stopPosision = 0f;
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[SerializeField] private float stopPositionRange = 2f;
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@ -47,33 +59,47 @@ public class CustomerController : MonoBehaviour
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[SerializeField] private List<Transform> orderStayPositions = new List<Transform>();
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// 購入ポジ
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[SerializeField] private float orderPosision = .5f;
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[SerializeField] private float orderPositionRange = 2f;
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[SerializeField] private float orderPositionRange = 1f;
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[SerializeField] private float waitOrderPosision = .2f;
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// 歩行速度
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[SerializeField] private float walkSideSpeed = 1.3f; // 1.3f
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[SerializeField] private float walkFrontBackSpeed = 1.0f; // 1.0f
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private float speed = 0f;
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private static readonly float leftEndPosision = -10f;
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private Vector3 beginPos;
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private Vector3 wayPoint;
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private List<CustomerMovingType> moves = new List<CustomerMovingType>();
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private static readonly float leftEndPosision = -10f;
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// 停止時間
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private CustomerMovingType currentMovingType;
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private List<(CustomerMovingType type, float duration)> moves = new List<(CustomerMovingType, float)>();
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private float speed = 0f;
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private float completedDuration;
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private float durationDelta;
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// 左右どちらから出るか
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private float walkSideDirection;
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private Subject<Unit> orderSubject = new Subject<Unit>();
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public IObservable<Unit> OrderObservable => orderSubject;
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public IReadOnlyReactiveProperty<CustomerMovingType> MoveEndObservable => moveEndSubject;
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private readonly ReactiveProperty<CustomerMovingType> moveEndSubject = new ReactiveProperty<CustomerMovingType>();
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public IReadOnlyReactiveProperty<CustomerState> CustomerState => customerState;
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private readonly ReactiveProperty<CustomerState> customerState = new ReactiveProperty<CustomerState>();
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private void Start()
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{
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customerState.AddTo(this);
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durationDelta = 0f;
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this.UpdateAsObservable().Subscribe(_ =>
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{
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transform.localPosition = Vector3.MoveTowards(transform.localPosition, wayPoint, speed * Time.deltaTime);
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if (Vector3.Distance(transform.localPosition, wayPoint) < .01f)
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{
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if (durationDelta < completedDuration)
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{
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durationDelta += Time.deltaTime;
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return;
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}
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durationDelta = 0f;
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moveEndSubject.Value = currentMovingType;
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if (moves.Count > 0)
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{
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SetMove(moves[0]);
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var move = moves[0];
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moves.RemoveAt(0);
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SetMove(move.type, move.duration);
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}
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}
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}).AddTo(this);
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@ -82,81 +108,152 @@ public class CustomerController : MonoBehaviour
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public void Setup()
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{
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walkSideDirection = Mathf.Sign(Random.value - .5f);
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if (walkSideDirection < 0)
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{
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transform.localRotation = Quaternion.Euler(Vector3.up * 180);
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}
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beginPos = Vector3.zero;
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beginPos.x = leftEndPosision * walkSideDirection;
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beginPos.y = Random.Range(walkSideMidPos, walkSideBottomPos);
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beginPos.z = beginPos.y + Mathf.Abs(walkSideBottomPos);
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transform.localPosition = beginPos;
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currentMovingType = CustomerMovingType.StayBack;
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SetWayPoint(beginPos);
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}
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public void AddMove(CustomerMovingType type)
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public void ChangeCustomerState(CustomerState state)
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{
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moves.Add(type);
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customerState.Value = state;
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Debug.Log(state);
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switch (state)
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{
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case global::CustomerState.Walk:
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SetMove(CustomerMovingType.WalkCenter);
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// 数秒立ち止まる
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AddMove(CustomerMovingType.StayBackLook, 2f);
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AddMove(CustomerMovingType.WalkSide);
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break;
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case global::CustomerState.Want:
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// 店に向かう
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moves.Clear();
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if (currentMovingType == CustomerMovingType.StayBackLook)
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{
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SetMove(CustomerMovingType.WalkBackHalf);
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break;
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}
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SetMove(CustomerMovingType.WalkCenter);
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break;
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case global::CustomerState.Wait:
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// 順番待ち
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// 近くの場合その場に待機
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// まだ遠い場合待機場所に移動
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AddMove(CustomerMovingType.WalkBackHalf);
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AddMove(CustomerMovingType.StayBackLook);
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break;
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case global::CustomerState.Order:
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// 受付まで行く
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AddMove(CustomerMovingType.WalkBack);
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AddMove(CustomerMovingType.StayBack);
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break;
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case global::CustomerState.Leave:
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moves.Clear();
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SetMove(CustomerMovingType.WalkSide);
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break;
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case global::CustomerState.EatingLeave:
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AddMove(CustomerMovingType.WalkFrontEat);
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AddMove(CustomerMovingType.WalkSideEat);
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break;
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default:
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throw new ArgumentOutOfRangeException(nameof(state), state, null);
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}
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}
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private void AddMove(CustomerMovingType type, float duration = 0f)
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{
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moves.Add((type, duration));
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}
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// キャラの奥行き描画順のため、y方向に対応したz軸を設定
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private void SetMove(CustomerMovingType type)
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private void SetMove(CustomerMovingType type, float duration = 0f)
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{
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if (currentMovingType == type)
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{
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return;
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}
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completedDuration = duration;
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switch (type)
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{
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case CustomerMovingType.WalkFront:
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SetWayPoint(new Vector3(wayPoint.x, Random.Range(walkSideMidPos, walkSideTopPosition)));
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speed = walkFrontBackSpeed;
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animator.SetTrigger(WalkFront);
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break;
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case CustomerMovingType.WalkSide:
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SetWayPoint(new Vector3(-leftEndPosision * walkSideDirection, wayPoint.y));
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speed = walkSideSpeed;
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// アニメーション違和感回避
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if (currentMovingType == CustomerMovingType.WalkCenter)
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{
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break;
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}
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animator.SetTrigger(WalkSide);
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break;
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case CustomerMovingType.WalkBack:
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SetWayPoint(new Vector3((Random.value - .5f) * 2 * orderPositionRange, orderPosision));
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speed = walkFrontBackSpeed;
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animator.SetTrigger(WalkBack);
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break;
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case CustomerMovingType.WalkBackHalf:
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SetWayPoint(new Vector3(stopPosision + (Random.value - .5f) * 2 * stopPositionRange, waitOrderPosision));
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speed = walkFrontBackSpeed;
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animator.SetTrigger(WalkBack);
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break;
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case CustomerMovingType.StayBack:
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speed = 0f;
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animator.SetTrigger(StayBack);
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orderSubject.OnNext(Unit.Default);
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break;
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case CustomerMovingType.StayBackLook:
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speed = 0f;
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animator.SetTrigger(StayBackLook);
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break;
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case CustomerMovingType.WalkFrontEat:
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SetWayPoint(new Vector3(wayPoint.x, Random.Range(walkSideMidPos, walkSideTopPosition)));
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speed = walkFrontBackSpeed;
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animator.SetTrigger(WalkFrontEat);
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break;
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case CustomerMovingType.WalkSideEat:
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SetWayPoint(new Vector3(-leftEndPosision * walkSideDirection, wayPoint.y));
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speed = walkSideSpeed;
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animator.SetTrigger(WalkSideEat);
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break;
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case CustomerMovingType.WalkCenter:
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SetWayPoint(new Vector3(stopPosision + (Random.value - .5f) * 2 * stopPositionRange, beginPos.y));
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// 通り過ぎた人はwalkSideDirection基準にするとあるき過ぎるので改善したい
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// 立ち止まったあと戻ってしまう場合があるので、中央付近だと戻りがないようにする
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if (Mathf.Abs(transform.localPosition.x - stopPosision) <= stopPositionRange)
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{
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SetWayPoint(new Vector3(transform.localPosition.x, beginPos.y));
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}
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else
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{
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SetWayPoint(new Vector3(stopPosision - Random.value * stopPositionRange * walkSideDirection, beginPos.y));
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}
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speed = walkSideSpeed;
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// アニメーション違和感回避
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if (currentMovingType == CustomerMovingType.WalkSide)
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{
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break;
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}
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animator.SetTrigger(WalkSide);
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break;
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case CustomerMovingType.StayBack:
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// オーダー
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speed = 0f;
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animator.SetTrigger(StayBack);
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break;
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case CustomerMovingType.StayBackLook:
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speed = 0f;
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animator.SetTrigger(StayBackLook);
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break;
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case CustomerMovingType.WalkBack:
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SetWayPoint(new Vector3(Random.value * orderPositionRange * walkSideDirection, orderPosision));
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speed = walkFrontBackSpeed;
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animator.SetTrigger(WalkBack);
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break;
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case CustomerMovingType.WalkBackHalf:
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// 待機列に入る
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SetWayPoint(new Vector3(wayPoint.x, waitOrderPosision));
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speed = walkFrontBackSpeed;
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animator.SetTrigger(WalkBack);
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break;
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case CustomerMovingType.WalkFront:
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// 購入場所に行く
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SetWayPoint(new Vector3(wayPoint.x, Random.Range(walkSideLeavePos, walkSideTopPosition)));
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speed = walkFrontBackSpeed;
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animator.SetTrigger(WalkFront);
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break;
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case CustomerMovingType.WalkFrontEat:
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SetWayPoint(new Vector3(wayPoint.x, Random.Range(walkSideLeavePos, walkSideTopPosition)));
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speed = walkFrontBackSpeed;
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animator.SetTrigger(WalkFrontEat);
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break;
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default:
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throw new ArgumentOutOfRangeException(nameof(type), type, null);
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}
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currentMovingType = type;
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}
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private void SetWayPoint(Vector3 point)
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{
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wayPoint = point;
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wayPoint.z = wayPoint.y + Mathf.Abs(walkSideBottomPos);
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transform.localRotation = Quaternion.Euler((wayPoint - transform.localPosition).x >= 0 ? Vector3.zero : Vector3.up * 180);
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}
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public void ChangeWantFlavor(int flavor)
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@ -176,9 +273,4 @@ public class CustomerController : MonoBehaviour
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wantFlavorSprite.sprite = defaultSprite;
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}
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}
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public void SetCustomerType()
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{
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}
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}
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@ -3,9 +3,17 @@ using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UniRx;
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using UniRx.Triggers;
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using UnityEngine;
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using Random = UnityEngine.Random;
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public enum ShopState
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{
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Open,
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Busy,
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Close,
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}
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public class Market : MonoBehaviour
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{
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public static readonly int ShopStockCount = 20;
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@ -18,29 +26,51 @@ public class Market : MonoBehaviour
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private readonly List<RecipeData> allRecipe = RecipeData.GetAllRecipe();
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private List<int> displayFlavors;
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private List<int> shuffledOrder;
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private ReactiveProperty<ShopState> shopState = new ReactiveProperty<ShopState>();
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private ReactiveCollection<CustomerController> waitCustomerList = new ReactiveCollection<CustomerController>();
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private Subject<CustomerController> requestSubject = new Subject<CustomerController>();
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// Start is called before the first frame update
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void Start()
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{
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shopState.AddTo(this);
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waitCustomerList.AddTo(this);
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requestSubject.AddTo(this);
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var gameData = GameDataManager.GameData;
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CoinManager.Instance.ChangeCoin(gameData.coin);
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HeartMeter.Instance.Initialize(new List<int>{
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0,
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10,
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30,
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50,
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80,
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130,
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210,
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320,
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470,
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650,
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});
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var shopLevelList = new List<(int level, int heart, int tenMinCustomer)>
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{
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(1, 0, 10),
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(2, 10, 15),
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(3, 30, 20),
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(4, 50, 25),
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(5, 80, 30),
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(6, 130, 35),
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(7, 210, 40),
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(8, 320, 45),
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(9, 470, 50),
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(10, 650, 55),
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(11, 870, 60),
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(12, 1120, 65),
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(13, 1420, 70),
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(14, 1870, 75),
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(15, 2470, 80),
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(16, 3170, 85),
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(17, 4070, 90),
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(18, 5470, 95),
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(19, 7070, 100),
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(20, 9070, 105),
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};
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HeartMeter.Instance.Initialize(shopLevelList.Select(x => x.heart).ToList());
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HeartMeter.Instance.SetHeart(15);
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// 在庫数表示
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stockView.SetStock(gameData.StorageTanks);
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FixStock();
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CheckAndFixStock();
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StockFlavorLog();
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// 陳列
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@ -50,66 +80,214 @@ public class Market : MonoBehaviour
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// 売り順決定
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shuffledOrder = ShuffleOrder(displayFlavors.Count);
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// お客さん出現パターン確率計算と行動パターン計算
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// お店の状態設定
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shopState.Value = gameData.ShopStock.Count == 0 ? ShopState.Close : ShopState.Open;
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var customerObservable = Observable.Interval(TimeSpan.FromSeconds(60f)).Select(_ =>
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// 購入リクエスト
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shopState
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.Where(x => x == ShopState.Open)
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.Where(_ => waitCustomerList.Count > 0)
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.Select(_ => waitCustomerList[0])
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.Merge(waitCustomerList.ObserveAdd().Select(x => x.Value))
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.BatchFrame()
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.Select(x => x.RandomChoose()) // 同時にリクエストが有った場合1人選ぶ
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.Where(_ => shopState.Value == ShopState.Open) // 他に購入中の客がいないことを確認
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.Subscribe(x =>
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{
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Debug.Log($"RequestComfirmed");
|
||||
waitCustomerList.Remove(x);
|
||||
// 購入へ
|
||||
x.ChangeCustomerState(CustomerState.Order);
|
||||
shopState.Value = ShopState.Busy;
|
||||
}).AddTo(this);
|
||||
|
||||
// お客さん一覧
|
||||
var customerList = new ReactiveCollection<CustomerController>();
|
||||
customerList.AddTo(this);
|
||||
// 購入客
|
||||
customerList.ObserveAdd()
|
||||
.Select(x => x.Value)
|
||||
.Subscribe(customerController =>
|
||||
{
|
||||
// 店に向かう
|
||||
customerController.ChangeCustomerState(CustomerState.Want);
|
||||
waitCustomerList.Add(customerController);
|
||||
|
||||
shopState.Subscribe(x =>
|
||||
{
|
||||
switch (x)
|
||||
{
|
||||
case ShopState.Open:
|
||||
break;
|
||||
case ShopState.Busy:
|
||||
// 自分が購入中
|
||||
if (customerController.CustomerState.Value == CustomerState.Order)
|
||||
{
|
||||
return;
|
||||
}
|
||||
// 待機
|
||||
customerController.ChangeCustomerState(CustomerState.Wait);
|
||||
break;
|
||||
case ShopState.Close:
|
||||
// 売り切れの場合帰る
|
||||
customerController.ChangeCustomerState(CustomerState.Leave);
|
||||
break;
|
||||
default:
|
||||
throw new ArgumentOutOfRangeException(nameof(x), x, null);
|
||||
}
|
||||
}).AddTo(customerController);
|
||||
}).AddTo(this);
|
||||
|
||||
requestSubject.Subscribe(customerController =>
|
||||
{
|
||||
return 0;
|
||||
});
|
||||
var walkerObservable = Observable.Timer(TimeSpan.FromSeconds(2f), TimeSpan.FromSeconds(5f))
|
||||
// 売り切れ
|
||||
if (gameData.ShopStock.Count == 0)
|
||||
{
|
||||
shopState.Value = ShopState.Close;
|
||||
return;
|
||||
}
|
||||
// shuffledOrder順に販売
|
||||
Debug.Log(shuffledOrder.Aggregate("", (s, i) => s + i));
|
||||
var orderNum = shuffledOrder[0];
|
||||
shuffledOrder.RemoveAt(0);
|
||||
// コーンの味吹き出しを設定
|
||||
customerController.ChangeWantFlavor(displayFlavors[orderNum]);
|
||||
this.CallWaitForSeconds(1.5f, () =>
|
||||
{
|
||||
// 購入
|
||||
SellPopcorn(orderNum);
|
||||
blueView.SellAction();
|
||||
// 自動補充 refill
|
||||
RefillOneProduct();
|
||||
StockFlavorLog();
|
||||
var setStockFlag = false;
|
||||
// 補充された場合フレーバー再設定
|
||||
if (gameData.ShopStock.Count == ShopStockCount)
|
||||
{
|
||||
shuffledOrder.Add(orderNum);
|
||||
displayFlavors[orderNum] = gameData.ShopStock.Last();
|
||||
}
|
||||
else if (gameData.ShopStock.Count <= 13 && shuffledOrder.Exists(x => x > 13))
|
||||
{
|
||||
displayFlavors = gameData.ShopStock.Select(x => x).ToList();
|
||||
shuffledOrder = ShuffleOrder(displayFlavors.Count);
|
||||
setStockFlag = true;
|
||||
}
|
||||
else if (gameData.ShopStock.Count <= 7 && shuffledOrder.Exists(x => x > 7))
|
||||
{
|
||||
displayFlavors = gameData.ShopStock.Select(x => x).ToList();
|
||||
shuffledOrder = ShuffleOrder(displayFlavors.Count);
|
||||
setStockFlag = true;
|
||||
}
|
||||
|
||||
// 表示更新
|
||||
this.CallWaitForSeconds(1f, () =>
|
||||
{
|
||||
var heartAnimation = customerController.GetComponent<HeartAnimation>();
|
||||
heartAnimation.GetHeart(() =>
|
||||
{
|
||||
HeartMeter.Instance.AddHeart(3);
|
||||
});
|
||||
customerController.ChangeCustomerState(CustomerState.EatingLeave);
|
||||
|
||||
stockView.SetStock(gameData.StorageTanks);
|
||||
if (gameData.ShopStock.Count == ShopStockCount)
|
||||
{
|
||||
// 補充したフレーバーのスキンを設定
|
||||
cartView.Refill(orderNum, displayFlavors[orderNum]);
|
||||
}
|
||||
else if (setStockFlag)
|
||||
{
|
||||
cartView.SetStock(displayFlavors);
|
||||
}
|
||||
});
|
||||
shopState.Value = gameData.ShopStock.Count == 0 ? ShopState.Close : ShopState.Open;
|
||||
});
|
||||
}).AddTo(this);
|
||||
|
||||
// お客さん出現タイマー(店舗レベル連動
|
||||
var changeCustomerFlowObservable = HeartMeter.Instance.ShopLevel
|
||||
.Select(x => (float)60 * 10 / shopLevelList.First(y => y.level == x).tenMinCustomer); // 10分間期待値から来客の間隔を算出
|
||||
var customerObservable = changeCustomerFlowObservable
|
||||
.Select(x => Observable.Interval(TimeSpan.FromSeconds(x))
|
||||
.Select(_ =>
|
||||
{
|
||||
Debug.Log($"customer:{GetHashCode()}");
|
||||
// 一般客orセレブ
|
||||
// 複数パターンある場合ChooseRandom
|
||||
return (isCustomer: true, isSpecial: false);
|
||||
}))
|
||||
.Switch();
|
||||
|
||||
// 歩行者出現頻度、立ち止まり確率も設定(歩行者タイマー1分間に6人
|
||||
var walkerObservable = Observable.Timer(TimeSpan.FromSeconds(2f), TimeSpan.FromSeconds(10f))
|
||||
.Select(x =>
|
||||
{
|
||||
return 0;
|
||||
Debug.Log($"walker:{GetHashCode()}");
|
||||
// 一般客orセレブ
|
||||
// 複数パターンある場合ChooseRandom
|
||||
return (isCustomer: false, isSpecial: false);
|
||||
});
|
||||
Observable.Merge(customerObservable, walkerObservable)
|
||||
// .Take(5)
|
||||
.Subscribe(_ =>
|
||||
|
||||
// 宣伝時、タップすると60秒だけ稼働するストリーム
|
||||
// タップ, リアクティブコマンドで60秒押せない,その後復活
|
||||
var adClickObservable = new Subject<Unit>();
|
||||
adClickObservable.AddTo(this);
|
||||
var adWalkerObservable = Observable.Interval(TimeSpan.FromSeconds(3f))
|
||||
.Take(20)
|
||||
.Select(x =>
|
||||
{
|
||||
var customer = Instantiate(customerPrefab);
|
||||
var heartAnimation = customer.GetComponent<HeartAnimation>();
|
||||
var customerController = customer.GetComponent<CustomerController>();
|
||||
customerController.Setup();
|
||||
if (Random.value < .4f)
|
||||
Debug.Log($"adWalker");
|
||||
return (isCustomer: false, isSpecial: false);
|
||||
});
|
||||
var adClickWalkerObservable = adClickObservable
|
||||
.Do(_ => { Debug.Log($"clicked");})
|
||||
.Delay(TimeSpan.FromSeconds(2f))
|
||||
.Select(x => adWalkerObservable).Switch();
|
||||
// Observable.Timer(TimeSpan.FromSeconds(3f)).Subscribe(_ => { adClickObservable.OnNext(default); }).AddTo(this);
|
||||
|
||||
// キャラ生成
|
||||
Observable.Merge(walkerObservable, customerObservable)
|
||||
// .Merge(adClickWalkerObservable)
|
||||
.Subscribe(x =>
|
||||
{
|
||||
var customer = Instantiate(customerPrefab);
|
||||
var customerController = customer.GetComponent<CustomerController>();
|
||||
customerController.Setup();
|
||||
customerController.MoveEndObservable.SkipLatestValueOnSubscribe().DistinctUntilChanged().Subscribe(type =>
|
||||
{
|
||||
// Debug.Log($"move end {type}");
|
||||
switch (type)
|
||||
{
|
||||
customerController.AddMove(CustomerMovingType.WalkSide);
|
||||
case CustomerMovingType.WalkSide:
|
||||
case CustomerMovingType.WalkSideEat:
|
||||
customerList.Remove(customerController);
|
||||
Destroy(customer);
|
||||
break;
|
||||
case CustomerMovingType.StayBack:
|
||||
requestSubject.OnNext(customerController);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
else
|
||||
}).AddTo(customerController);
|
||||
|
||||
if (x.isCustomer)
|
||||
{
|
||||
// 購入客リスト追加
|
||||
customerList.Add(customerController);
|
||||
}
|
||||
else
|
||||
{
|
||||
// 歩行者はタップ後購入客
|
||||
customerController.ChangeCustomerState(CustomerState.Walk);
|
||||
var eventTrigger = customer.transform.GetChild(0).gameObject.AddComponent<ObservableEventTrigger>();
|
||||
eventTrigger.OnPointerClickAsObservable().Take(1).Subscribe(_ =>
|
||||
{
|
||||
customerController.AddMove(CustomerMovingType.WalkCenter);
|
||||
customerController.AddMove(CustomerMovingType.WalkBack);
|
||||
customerController.AddMove(CustomerMovingType.StayBack);
|
||||
}
|
||||
customerController.OrderObservable.Subscribe(__ =>
|
||||
{
|
||||
// 購入
|
||||
if (gameData.ShopStock.Count == 0)
|
||||
{
|
||||
customerController.AddMove(CustomerMovingType.WalkFront);
|
||||
customerController.AddMove(CustomerMovingType.WalkSide);
|
||||
return;
|
||||
}
|
||||
// shuffledOrder順に販売
|
||||
var orderNum = shuffledOrder[0];
|
||||
shuffledOrder.RemoveAt(0);
|
||||
// コーンの味吹き出しを設定
|
||||
customerController.ChangeWantFlavor(displayFlavors[orderNum]);
|
||||
this.CallWaitForSeconds(2f, () =>
|
||||
{
|
||||
SellPopcorn(orderNum);
|
||||
blueView.SellAction();
|
||||
this.CallWaitForSeconds(2f, () =>
|
||||
{
|
||||
heartAnimation.GetHeart(() =>
|
||||
{
|
||||
HeartMeter.Instance.AddHeart(3);
|
||||
});
|
||||
customerController.AddMove(CustomerMovingType.WalkFrontEat);
|
||||
customerController.AddMove(CustomerMovingType.WalkSideEat);
|
||||
Destroy(customer.gameObject, 10f);
|
||||
});
|
||||
});
|
||||
});
|
||||
}).AddTo(this);
|
||||
customerList.Add(customerController);
|
||||
}).AddTo(customerController);
|
||||
}
|
||||
}).AddTo(this);
|
||||
}
|
||||
|
||||
private void SellPopcorn(int orderNum)
|
||||
|
|
@ -134,45 +312,6 @@ public class Market : MonoBehaviour
|
|||
CoinManager.Instance.AddCoinWithEffect(flavor.Price * (1 + bonusRate / 100), () => { });
|
||||
gameData.coin = CoinManager.Instance.OwnCoin;
|
||||
GameDataManager.SaveGameData();
|
||||
|
||||
// 自動補充 refill
|
||||
RefillOneProduct();
|
||||
var setStockFlag = false;
|
||||
// 補充された場合フレーバー再設定
|
||||
if (gameData.ShopStock.Count == ShopStockCount)
|
||||
{
|
||||
shuffledOrder.Add(orderNum);
|
||||
displayFlavors[orderNum] = gameData.ShopStock.Last();
|
||||
}
|
||||
else if (gameData.ShopStock.Count <= 13 && shuffledOrder.Exists(x => x > 13))
|
||||
{
|
||||
displayFlavors = gameData.ShopStock.Select(x => x).ToList();
|
||||
shuffledOrder = ShuffleOrder(displayFlavors.Count);
|
||||
setStockFlag = true;
|
||||
}
|
||||
else if (gameData.ShopStock.Count <= 7 && shuffledOrder.Exists(x => x > 7))
|
||||
{
|
||||
displayFlavors = gameData.ShopStock.Select(x => x).ToList();
|
||||
shuffledOrder = ShuffleOrder(displayFlavors.Count);
|
||||
setStockFlag = true;
|
||||
}
|
||||
|
||||
// 表示更新
|
||||
this.CallWaitForSeconds(1f, () =>
|
||||
{
|
||||
stockView.SetStock(gameData.StorageTanks);
|
||||
if (gameData.ShopStock.Count == ShopStockCount)
|
||||
{
|
||||
// 補充したフレーバーのスキンを設定
|
||||
cartView.Refill(orderNum, displayFlavors[orderNum]);
|
||||
}
|
||||
else if (setStockFlag)
|
||||
{
|
||||
cartView.SetStock(displayFlavors);
|
||||
}
|
||||
});
|
||||
|
||||
StockFlavorLog();
|
||||
}
|
||||
|
||||
private List<int> ShuffleOrder(int length)
|
||||
|
|
@ -199,7 +338,7 @@ public class Market : MonoBehaviour
|
|||
GameDataManager.SaveGameData();
|
||||
}
|
||||
|
||||
private void FixStock()
|
||||
private void CheckAndFixStock()
|
||||
{
|
||||
if (GameDataManager.GameData.ShopStock.Count > ShopStockCount)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -1601,6 +1601,7 @@ GameObject:
|
|||
- component: {fileID: 658354830}
|
||||
- component: {fileID: 658354829}
|
||||
- component: {fileID: 658354828}
|
||||
- component: {fileID: 658354831}
|
||||
m_Layer: 0
|
||||
m_Name: Main Camera
|
||||
m_TagString: MainCamera
|
||||
|
|
@ -1673,6 +1674,22 @@ Transform:
|
|||
m_Father: {fileID: 0}
|
||||
m_RootOrder: 0
|
||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||
--- !u!114 &658354831
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 658354827}
|
||||
m_Enabled: 1
|
||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: 56666c5a40171f54783dd416a44f42bf, type: 3}
|
||||
m_Name:
|
||||
m_EditorClassIdentifier:
|
||||
m_EventMask:
|
||||
serializedVersion: 2
|
||||
m_Bits: 4294967295
|
||||
m_MaxRayIntersections: 0
|
||||
--- !u!1 &676633148
|
||||
GameObject:
|
||||
m_ObjectHideFlags: 0
|
||||
|
|
@ -11566,7 +11583,7 @@ PrefabInstance:
|
|||
- target: {fileID: 5409985849651702441, guid: 6fbb038c9aae840f2bea57bce30740f7,
|
||||
type: 3}
|
||||
propertyPath: m_LocalPosition.y
|
||||
value: -0.02
|
||||
value: -1.07
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: 5409985849651702441, guid: 6fbb038c9aae840f2bea57bce30740f7,
|
||||
type: 3}
|
||||
|
|
|
|||
|
|
@ -1,6 +1,8 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using TMPro;
|
||||
using UniRx;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
|
|
@ -9,50 +11,61 @@ public class HeartMeter : SingletonMonoBehaviour<HeartMeter>
|
|||
[SerializeField] private Slider slider;
|
||||
[SerializeField] private TextMeshProUGUI heartLevel;
|
||||
|
||||
private Coroutine coroutine;
|
||||
private List<int> levelList = new List<int>();
|
||||
private int currentHeartCount;
|
||||
private float tmpHeart;
|
||||
private Coroutine coroutine;
|
||||
private readonly ReactiveProperty<float> viewHeartCount = new ReactiveProperty<float>();
|
||||
public IReadOnlyReactiveProperty<int> ShopLevel => shopLevel;
|
||||
private readonly ReactiveProperty<int> shopLevel = new ReactiveProperty<int>();
|
||||
private CompositeDisposable compositeDisposable = new CompositeDisposable();
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
if (CheckInstance()) return;
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
shopLevel.AddTo(this);
|
||||
viewHeartCount.AddTo(this);
|
||||
compositeDisposable.AddTo(this);
|
||||
}
|
||||
|
||||
public void Initialize(List<int> list)
|
||||
{
|
||||
levelList = list;
|
||||
compositeDisposable.Clear();
|
||||
shopLevel.Subscribe(x =>
|
||||
{
|
||||
heartLevel.text = $"{x}";
|
||||
}).AddTo(compositeDisposable);
|
||||
viewHeartCount.SkipLatestValueOnSubscribe().Subscribe(heartCount =>
|
||||
{
|
||||
if (levelList.Empty())
|
||||
{
|
||||
return;
|
||||
}
|
||||
shopLevel.Value = GetShopLevel(Mathf.FloorToInt(heartCount)) + 1;
|
||||
if (levelList.Count == shopLevel.Value)
|
||||
{
|
||||
slider.value = 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
slider.value = (heartCount - levelList[shopLevel.Value - 1]) / (levelList[shopLevel.Value] - levelList[shopLevel.Value - 1]);
|
||||
}
|
||||
}).AddTo(compositeDisposable);
|
||||
}
|
||||
|
||||
public void SetHeart(int heartCount)
|
||||
{
|
||||
Debug.Log($"{currentHeartCount}, {tmpHeart}");
|
||||
currentHeartCount = heartCount;
|
||||
tmpHeart = heartCount;
|
||||
SetView(currentHeartCount);
|
||||
viewHeartCount.SetValueAndForceNotify(heartCount);
|
||||
}
|
||||
|
||||
private void SetView(float heartCount)
|
||||
private int GetShopLevel(int heartCount)
|
||||
{
|
||||
var index = GetNextLevel(Mathf.FloorToInt(heartCount));
|
||||
SetLevelView(index);
|
||||
SetMeterView(heartCount, index);
|
||||
}
|
||||
|
||||
private void SetLevelView(int level)
|
||||
{
|
||||
heartLevel.text = $"{level}";
|
||||
}
|
||||
|
||||
private void SetMeterView(float heartCount, int index)
|
||||
{
|
||||
|
||||
slider.value = (heartCount - levelList[index - 1]) / (levelList[index] - levelList[index - 1]);
|
||||
}
|
||||
|
||||
private int GetNextLevel(int heartCount)
|
||||
{
|
||||
var index = levelList.FindIndex(x => x > heartCount);
|
||||
if (levelList.Last() < heartCount)
|
||||
{
|
||||
index = levelList.Count - 1;
|
||||
}
|
||||
return index;
|
||||
return levelList.FindLastIndex(x => x <= heartCount);
|
||||
}
|
||||
|
||||
public void AddHeart(int value)
|
||||
|
|
@ -65,8 +78,7 @@ public class HeartMeter : SingletonMonoBehaviour<HeartMeter>
|
|||
});
|
||||
this.CallLerp(1f, f =>
|
||||
{
|
||||
tmpHeart += value * Time.deltaTime;
|
||||
SetView(Mathf.Min(currentHeartCount, tmpHeart));
|
||||
viewHeartCount.Value = Mathf.Min(currentHeartCount, viewHeartCount.Value + value * Time.deltaTime);
|
||||
});
|
||||
}
|
||||
}
|
||||
Loading…
Reference in New Issue