diff --git a/popcorn/Assets/MyGame/Scenes/marketing/Scripts/WorldMarketManager.cs b/popcorn/Assets/MyGame/Scenes/marketing/Scripts/WorldMarketManager.cs index a9f7bc52..dff81496 100644 --- a/popcorn/Assets/MyGame/Scenes/marketing/Scripts/WorldMarketManager.cs +++ b/popcorn/Assets/MyGame/Scenes/marketing/Scripts/WorldMarketManager.cs @@ -72,7 +72,7 @@ namespace MyGame.Scenes.marketing.Scripts * 兄弟が売り切ったら閉店表示。画面切り替えでバイト販売 */ #if UNITY_EDITOR - var newGameData = GameDataUtils.CreateCityData(2); + // var newGameData = GameDataUtils.CreateCityData(2); // newGameData.IsFundingCompleted = true; // newGameData.Heart = 0; // GameDataManager.GameData.BrotherHeart = GameDataManager.GameData.Heart; diff --git a/popcorn/Assets/MyGame/Scripts/HeaderManager.cs b/popcorn/Assets/MyGame/Scripts/HeaderManager.cs index 86d25648..eaae021e 100644 --- a/popcorn/Assets/MyGame/Scripts/HeaderManager.cs +++ b/popcorn/Assets/MyGame/Scripts/HeaderManager.cs @@ -74,9 +74,9 @@ public class HeaderManager : MonoBehaviour var scriptList = SpreadsheetDataManager.Instance.GetBaseDataList(Const.ScriptDataSheet); GameDataObserver.Instance.HeartObserver.Subscribe(_ => { + if (UnityEngine.SceneManagement.SceneManager.sceneCount != 1) return; if (currentCityList.LastOrDefault(data => data.shopLevel == cityGameData.ViewedShopLevel + 1) is not { } newShopLevelData) return; if (newShopLevelData.heart > cityGameData.Heart) return; - if (UnityEngine.SceneManagement.SceneManager.sceneCount != 1) return; // レベルアップ処理 cityGameData.ViewedShopLevel = newShopLevelData.shopLevel; GameDataManager.SaveGameData(); @@ -94,13 +94,13 @@ public class HeaderManager : MonoBehaviour var cityDataList = SpreadsheetDataManager.Instance.GetBaseDataList(Const.CityDataSheet); GameDataObserver.Instance.HeartObserver.Subscribe(x => { + if (UnityEngine.SceneManagement.SceneManager.sceneCount != 1) return; var latestCityId = GameDataUtils.GetLatestCityId(); var unlockList = GameDataManager.GameData.CityGameDataDict.Keys.ToList(); unlockList.Add(Const.DefaultCityId); if (cityDataList.FirstOrDefault(data => !unlockList.Contains(data.id)) is not { } newCityData) return; if (ItemConditionUtils.GetScriptList(latestCityId, ItemCondition.CityUnlock).FirstOrDefault() is not { } conditionData) return; if (conditionData.needValue > x) return; - if (UnityEngine.SceneManagement.SceneManager.sceneCount != 1) return; // 都市開放処理 GameDataUtils.CreateCityData(newCityData.id); GameDataManager.SaveGameData();