World対応

This commit is contained in:
kimura 2022-10-07 15:37:36 +09:00
parent b98f2aeadc
commit 60ccfc860e
1 changed files with 40 additions and 14 deletions

View File

@ -1,6 +1,7 @@
using System;
using System.Collections.Generic;
using System.Linq;
using MyGame.Scripts;
using UniRx;
using UnityEngine;
@ -20,6 +21,7 @@ public class CustomerFlow : MonoBehaviour
private IObservable<CustomerType> vipCustomerObservable;
private readonly Subject<IObservable<Unit>> vipCustomerSubject = new Subject<IObservable<Unit>>();
private IObservable<CustomerType> tastingCustomerObservable;
private readonly Subject<Unit> resetSubject = new();
private static readonly float CheckHeartInterval = 1f;
private static readonly float TenMinutes = 60f * 10;
@ -45,24 +47,27 @@ public class CustomerFlow : MonoBehaviour
private int customerBonus;
private int adWalkerBonus;
private GameData cityGameData;
public IObservable<CustomerType> Flow => walkerObservable.Merge(customerObservable, adWalkerObservable, vipCustomerObservable, tastingCustomerObservable);
private void Awake()
{
adStartObservable.AddTo(this);
vipCustomerSubject.AddTo(this);
resetSubject.AddTo(this);
var shopLevelList = SpreadsheetDataManager.Instance.GetBaseDataList<ShopLevelData>(Const.ShopLevelDataSheet);
shopLevelList = shopLevelList.Where(data => data.shopLevel != Const.SpecialShopLevel).ToList();
// 1秒間隔でハートを確認
var changeCustomerFlowObservable = Observable.Interval(TimeSpan.FromSeconds(CheckHeartInterval))
.Select(_ => GameDataManager.GameData.Heart);
.Select(_ => GameDataUtils.GetTotalHeart())
.DistinctUntilChanged()
.Select(heart => TenMinutes / (shopLevelList.Last(x => x.heart <= heart).customer + customerBonus)); // 10分間期待値を来客の間隔に変換
// お客さん出現タイマー
customerObservable = changeCustomerFlowObservable
.DistinctUntilChanged()
.Select(heart => TenMinutes / (shopLevelList.Last(x => x.heart <= heart).customer + customerBonus)) // 10分間期待値を来客の間隔に変換
.DistinctUntilChanged()
// .Do(x => Debug.Log($"changeInterval:{x}"))
.Select(customerInterval => Observable.Interval(TimeSpan.FromSeconds(customerInterval)))
@ -95,27 +100,29 @@ public class CustomerFlow : MonoBehaviour
// 試食
// tastingCustomerInterval毎にTastingCountを確認
var tastingTimer = Observable.Interval(TimeSpan.FromSeconds(tastingCustomerInterval))
.SkipWhile(_ => cityGameData is null)
.Where(_ => adActiveCount <= 0) // 宣伝中判定
.Where(_ => GameDataManager.GameData.ShopStock.Count > 0) // 在庫ゼロ判定
.Where(_ => GameDataManager.GameData.TastingCount > 0) // 試食残り判定
.Where(_ => cityGameData.ShopStock.Count > 0) // 在庫ゼロ判定
.Where(_ => cityGameData.TastingCount > 0) // 試食残り判定
.Publish()
.RefCount();
// 試食残りカウントを減らす
tastingTimer.Subscribe(_ =>
{
GameDataManager.GameData.TastingCount--;
cityGameData.TastingCount--;
});
tastingCustomerObservable = tastingTimer
// .Do(_ => Debug.Log($"tastingCustomer remain:{GameDataManager.GameData.TastingCount}"))
// .Do(_ => Debug.Log($"tastingCustomer remain:{cityGameData.TastingCount}"))
.Select(_ => CustomerType.Customer);
}
public void StartAdWalker(Action onComplete = null)
{
var timerObservable = AdWalkerTimer().Publish().RefCount();
var timerObservable = AdWalkerTimer();
adStartObservable.OnNext(timerObservable);
adActiveCount++;
timerObservable.Subscribe(_ => { }, () =>
timerObservable
.Subscribe(_ => { }, () =>
{
adActiveCount--;
onComplete?.Invoke();
@ -126,13 +133,16 @@ public class CustomerFlow : MonoBehaviour
{
return Observable.Timer(TimeSpan.Zero, TimeSpan.FromSeconds(adWalkerDuration/(adWalkerCount + adWalkerBonus)))
.Take(TimeSpan.FromSeconds(adWalkerDuration))
.AsUnitObservable();
.AsUnitObservable()
.TakeUntil(resetSubject)
.Publish().RefCount();
}
public void StartVip()
{
vipCustomerSubject.OnNext(Observable.Timer(TimeSpan.Zero, TimeSpan.FromSeconds(vipCustomerInterval))
.Take(vipCustomerCount)
.TakeUntil(resetSubject)
.AsUnitObservable());
}
@ -141,4 +151,20 @@ public class CustomerFlow : MonoBehaviour
customerBonus = bonusList[ShopCustomizeBonusCategory.Customer].value;
adWalkerBonus = bonusList[ShopCustomizeBonusCategory.AdWalker].value;
}
public void SetCityGameData(GameData newGameData) => cityGameData = newGameData;
/// <summary>
/// 特定フローの停止
/// </summary>
public void Stop()
{
/*
*
* Vip宣伝
*
*
*/
resetSubject.OnNext(Unit.Default);
}
}