refactor
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@ -72,7 +72,7 @@ namespace MyGame.Scenes.marketing.Scripts
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* 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
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* 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
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*/
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*/
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#if UNITY_EDITOR
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#if UNITY_EDITOR
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var newGameData = GameDataUtils.CreateCityData(2);
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// var newGameData = GameDataUtils.CreateCityData(2);
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// newGameData.IsFundingCompleted = true;
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// newGameData.IsFundingCompleted = true;
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// newGameData.Heart = 0;
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// newGameData.Heart = 0;
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// GameDataManager.GameData.BrotherHeart = GameDataManager.GameData.Heart;
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// GameDataManager.GameData.BrotherHeart = GameDataManager.GameData.Heart;
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@ -74,9 +74,9 @@ public class HeaderManager : MonoBehaviour
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var scriptList = SpreadsheetDataManager.Instance.GetBaseDataList<BrotherScriptData>(Const.ScriptDataSheet);
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var scriptList = SpreadsheetDataManager.Instance.GetBaseDataList<BrotherScriptData>(Const.ScriptDataSheet);
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GameDataObserver.Instance.HeartObserver.Subscribe(_ =>
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GameDataObserver.Instance.HeartObserver.Subscribe(_ =>
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{
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{
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if (UnityEngine.SceneManagement.SceneManager.sceneCount != 1) return;
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if (currentCityList.LastOrDefault(data => data.shopLevel == cityGameData.ViewedShopLevel + 1) is not { } newShopLevelData) return;
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if (currentCityList.LastOrDefault(data => data.shopLevel == cityGameData.ViewedShopLevel + 1) is not { } newShopLevelData) return;
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if (newShopLevelData.heart > cityGameData.Heart) return;
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if (newShopLevelData.heart > cityGameData.Heart) return;
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if (UnityEngine.SceneManagement.SceneManager.sceneCount != 1) return;
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// レベルアップ処理
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// レベルアップ処理
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cityGameData.ViewedShopLevel = newShopLevelData.shopLevel;
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cityGameData.ViewedShopLevel = newShopLevelData.shopLevel;
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GameDataManager.SaveGameData();
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GameDataManager.SaveGameData();
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@ -94,13 +94,13 @@ public class HeaderManager : MonoBehaviour
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var cityDataList = SpreadsheetDataManager.Instance.GetBaseDataList<CityData>(Const.CityDataSheet);
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var cityDataList = SpreadsheetDataManager.Instance.GetBaseDataList<CityData>(Const.CityDataSheet);
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GameDataObserver.Instance.HeartObserver.Subscribe(x =>
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GameDataObserver.Instance.HeartObserver.Subscribe(x =>
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{
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{
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if (UnityEngine.SceneManagement.SceneManager.sceneCount != 1) return;
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var latestCityId = GameDataUtils.GetLatestCityId();
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var latestCityId = GameDataUtils.GetLatestCityId();
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var unlockList = GameDataManager.GameData.CityGameDataDict.Keys.ToList();
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var unlockList = GameDataManager.GameData.CityGameDataDict.Keys.ToList();
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unlockList.Add(Const.DefaultCityId);
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unlockList.Add(Const.DefaultCityId);
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if (cityDataList.FirstOrDefault(data => !unlockList.Contains(data.id)) is not { } newCityData) return;
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if (cityDataList.FirstOrDefault(data => !unlockList.Contains(data.id)) is not { } newCityData) return;
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if (ItemConditionUtils.GetScriptList(latestCityId, ItemCondition.CityUnlock).FirstOrDefault() is not { } conditionData) return;
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if (ItemConditionUtils.GetScriptList(latestCityId, ItemCondition.CityUnlock).FirstOrDefault() is not { } conditionData) return;
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if (conditionData.needValue > x) return;
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if (conditionData.needValue > x) return;
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if (UnityEngine.SceneManagement.SceneManager.sceneCount != 1) return;
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// 都市開放処理
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// 都市開放処理
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GameDataUtils.CreateCityData(newCityData.id);
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GameDataUtils.CreateCityData(newCityData.id);
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GameDataManager.SaveGameData();
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GameDataManager.SaveGameData();
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