Merge branch 'feature/1.5.1' of https://bitbucket.org/usaya/popcorn into feature/1.5.1

This commit is contained in:
水谷圭吾 2022-07-25 15:06:16 +09:00
commit 4875f94892
8 changed files with 1573 additions and 1350 deletions

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View File

@ -211,6 +211,7 @@ namespace MyGame.Scenes.MiniGame.Scripts
stageManager.Difficulty.SkipLatestValueOnSubscribe().Subscribe(x =>
{
bgManager.SetSky(x);
player.SetSpeed(x);
}).AddTo(this);
player.OnHitItem.Where(_ => state.Value == GameState.Play).Subscribe(x =>

View File

@ -8,41 +8,8 @@ namespace MyGame.Scenes.MiniGame.Scripts
{
public class HeaderView : MonoBehaviour
{
[SerializeField] private Text text;
[SerializeField] private Text timeText;
[SerializeField] private Animator countDownAnimator;
[SerializeField] private TextMeshProUGUI countDownText;
private int count = 5;
private void Start()
{
countDownAnimator.gameObject.SetActive(false);
}
[SerializeField] private TextMeshProUGUI text;
public void ChangeItemCount(int value) => text.text = value.ToString();
public void ChangeTimeCount(float newTime)
{
timeText.text = $"{newTime:0}";
}
public void StartCountDown()
{
Observable.Timer(TimeSpan.Zero, TimeSpan.FromSeconds(1f))
.Select(x => count - x)
.Take(count)
.Subscribe(x =>
{
countDownAnimator.gameObject.SetActive(true);
countDownText.text = x.ToString();
countDownAnimator.Play("CountDown", 0, 0f);
}, () =>
{
Observable.Timer(TimeSpan.FromSeconds(1f)).Subscribe(_ =>
{
countDownAnimator.gameObject.SetActive(false);
}).AddTo(this);
}).AddTo(this);
}
}
}

View File

@ -8,6 +8,9 @@ namespace MyGame.Scenes.MiniGame.Scripts
public class Player : MonoBehaviour
{
[SerializeField] private float speed = 5f;
[SerializeField] private float normalSpeedMultiply;
[SerializeField] private float hardSpeedMultiply;
[SerializeField] private float extraSpeedMultiply;
[SerializeField] private float hitJumpTime = 1f;
[SerializeField] private float hitTime = 1.5f;
[SerializeField] private float hitWaitTime = 1f;
@ -35,6 +38,7 @@ namespace MyGame.Scenes.MiniGame.Scripts
private bool isWall;
private bool isResult;
private float currentFallSpeed;
private float currentSpeedMultiply;
public bool IsHit => isHit;
private readonly CompositeDisposable jumpCompositeDisposable = new CompositeDisposable();
private readonly CompositeDisposable hitCompositeDisposable = new CompositeDisposable();
@ -70,6 +74,7 @@ namespace MyGame.Scenes.MiniGame.Scripts
isHole = false;
isWall = false;
isResult = false;
currentSpeedMultiply = 1f;
}
private void Stay(bool force = false)
@ -87,7 +92,7 @@ namespace MyGame.Scenes.MiniGame.Scripts
{
return;
}
transform.AddPositionX(speed * Time.deltaTime);
transform.AddPositionX(speed * Time.deltaTime * currentSpeedMultiply);
if (isJump || isHit || isFall)
{
return;
@ -108,7 +113,8 @@ namespace MyGame.Scenes.MiniGame.Scripts
isFall = false;
var lastFrame = jumpAnimationCurve[jumpAnimationCurve.length - 1];
// 最高点までのジャンプ
var jumpCoroutine = MonoBehaviourExtensions.DoCallLerp(lastFrame.time, t =>
var jumpTime = lastFrame.time / currentSpeedMultiply;
var jumpCoroutine = MonoBehaviourExtensions.DoCallLerp(jumpTime, t =>
{
transform.SetLocalPositionY(basePos.y + jumpAnimationCurve.Evaluate(t * lastFrame.time));
}, () =>
@ -118,7 +124,7 @@ namespace MyGame.Scenes.MiniGame.Scripts
isFall = true;
});
// 通常落下
var jumpFallCoroutine = MonoBehaviourExtensions.DoCallLerp(lastFrame.time, t =>
var jumpFallCoroutine = MonoBehaviourExtensions.DoCallLerp(jumpTime, t =>
{
transform.SetLocalPositionY(basePos.y + jumpAnimationCurve.Evaluate((t + 1) * lastFrame.time));
}, () =>
@ -159,10 +165,10 @@ namespace MyGame.Scenes.MiniGame.Scripts
else
{
animator.Play("Brother_pink_Glideing_Cancel");
currentFallSpeed -= fallAcceleration * Time.deltaTime;
currentFallSpeed -= fallAcceleration * Time.deltaTime * currentSpeedMultiply;
}
transform.AddLocalPositionY(currentFallSpeed * Time.deltaTime);
transform.AddLocalPositionY(currentFallSpeed * Time.deltaTime * currentSpeedMultiply);
}, () =>
{
currentFallSpeed = 0f;
@ -201,40 +207,34 @@ namespace MyGame.Scenes.MiniGame.Scripts
// 落下時間不定によりアニメ再生停止
animator.speed = 0f;
currentFallSpeed = 0f;
this.UpdateAsObservable()
.TakeWhile(_ => transform.localPosition.y > basePos.y)
.Subscribe(_ =>
FallDown(basePos.y, () =>
{
// 31フレームまでが落下32からズサー
animator?.PlayInFixedTime("Brother_pink_FallDown", 0, .5f);
animator.speed = currentSpeedMultiply;
transform.SetLocalPositionY(groundPos);
currentFallSpeed = 0f;
isJump = false;
isFall = false;
Observable.Timer(TimeSpan.FromSeconds(hitTime)).Subscribe(_ => { }, () =>
{
currentFallSpeed -= fallAcceleration * Time.deltaTime;
transform.AddLocalPositionY(currentFallSpeed * Time.deltaTime);
}, () =>
{
// 31フレームまでが落下32からズサー
animator?.PlayInFixedTime("Brother_pink_FallDown", 0, .5f);
animator.speed = 1f;
transform.SetLocalPositionY(groundPos);
currentFallSpeed = 0f;
isJump = false;
isFall = false;
Observable.Timer(TimeSpan.FromSeconds(hitTime)).Subscribe(_ => { }, () =>
isHitStay = true;
Observable.Timer(TimeSpan.FromSeconds(hitWaitTime)).Subscribe(_ => { }, () =>
{
isHitStay = true;
Observable.Timer(TimeSpan.FromSeconds(hitWaitTime)).Subscribe(_ => { }, () =>
// 入れ子対策するならコルーチンにして工程ごとに分けてSelectManyするのがよい。
isHit = false;
isHitStay = false;
if (isResult)
{
// 入れ子対策するならコルーチンにして工程ごとに分けてSelectManyするのがよい。
isHit = false;
isHitStay = false;
if (isResult)
{
Result();
}
else
{
Stay();
}
}).AddTo(hitCompositeDisposable);
Result();
}
else
{
Stay();
}
}).AddTo(hitCompositeDisposable);
}).AddTo(hitCompositeDisposable);
}).AddTo(jumpCompositeDisposable);
}).AddTo(hitCompositeDisposable);
}
@ -249,21 +249,26 @@ namespace MyGame.Scenes.MiniGame.Scripts
hitCompositeDisposable.Clear();
jumpCompositeDisposable.Clear();
this.UpdateAsObservable()
.TakeWhile(_ => transform.localPosition.y > fallLimit)
FallDown(fallLimit, () =>
{
isFall = false;
currentFallSpeed = 0f;
if (isResult)
{
Result();
}
}).AddTo(jumpCompositeDisposable);
}
private IDisposable FallDown(float baseYPos, Action onComplete)
{
return this.UpdateAsObservable()
.TakeWhile(_ => transform.localPosition.y > baseYPos)
.Subscribe(_ =>
{
currentFallSpeed -= fallAcceleration * Time.deltaTime;
transform.AddLocalPositionY(currentFallSpeed * Time.deltaTime);
}, () =>
{
isFall = false;
currentFallSpeed = 0f;
if (isResult)
{
Result();
}
}).AddTo(jumpCompositeDisposable);
currentFallSpeed -= fallAcceleration * Time.deltaTime * currentSpeedMultiply;
transform.AddLocalPositionY(currentFallSpeed * Time.deltaTime * currentSpeedMultiply);
}, onComplete);
}
public void Wall()
@ -271,6 +276,18 @@ namespace MyGame.Scenes.MiniGame.Scripts
isWall = true;
}
public void SetSpeed(ScrollGameDifficulty difficulty)
{
currentSpeedMultiply = difficulty switch
{
ScrollGameDifficulty.Easy => 1f,
ScrollGameDifficulty.Normal => normalSpeedMultiply,
ScrollGameDifficulty.Hard => hardSpeedMultiply,
ScrollGameDifficulty.Extra => extraSpeedMultiply,
_ => throw new ArgumentOutOfRangeException(nameof(difficulty), difficulty, null)
};
}
public void Result()
{
if (isJump || isHit || isFall)