コインとハートの遅延獲得処理を追加
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@ -200,9 +200,9 @@ public class Market : SingletonMonoBehaviour<Market>
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var flavors = orders.Select(x => displayFlavors[x]).ToList();
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var coin = SellPopcorn(flavors);
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// 獲得処理
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gameData.Coin += coin;
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gameData.Heart += customers.Count;
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// 獲得処理(遅延追加用変数に加算)
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gameData.WaitAddCoin += coin;
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gameData.WaitAddHeart += customers.Count;
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GameDataManager.SaveGameData();
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// 商品補充
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@ -226,12 +226,20 @@ public class Market : SingletonMonoBehaviour<Market>
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this.CallWaitForSeconds(waitSellTime, () =>
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{
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// 獲得処理
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gameData.MoveCoin(coin);
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GameDataManager.SaveGameData();
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sellObservable.OnNext(coin);
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sellOrderSubject.OnNext(orders);
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CheckStock(gameData.ShopStock);
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this.CallWaitForSeconds(waitRefillTime, () =>
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{
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// 獲得処理
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gameData.MoveHeart(customers.Count);
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GameDataManager.SaveGameData();
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refillSubject.OnNext((isReorder, refillList));
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foreach (var controller in customers)
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{
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@ -135,6 +135,12 @@ public sealed class GameData {
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// フライパン
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[DataMember(Name = "Data39")]
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public int SelectedPanId;
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// 遅延追加用加算枠
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[DataMember(Name = "Data40")]
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public int WaitAddCoin;
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[DataMember(Name = "Data41")]
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public int WaitAddHeart;
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// mission
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[DataMember(Name = "Data1001")]
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@ -291,6 +297,26 @@ public sealed class GameData {
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kitchenRefreshTime = DateTime.UtcNow.ToBinary();
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}
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public void MoveCoin(int value)
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{
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// 退避していたコインを加算
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WaitAddCoin -= value;
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Coin += value;
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}
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public void MoveHeart(int value)
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{
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WaitAddHeart -= value;
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Heart += value;
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}
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public void MoveAllWaitValue()
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{
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Debug.Log($"WaitAddValue:{WaitAddCoin},{WaitAddHeart}");
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MoveCoin(WaitAddCoin);
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MoveHeart(WaitAddHeart);
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}
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// public void ChangeAvatar(AvatarData avatarData){
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// newAvatarIdList.Remove(avatarData.id);
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// }
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@ -27,5 +27,9 @@ public sealed class InitializeUnitySettings : MonoBehaviour {
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Application.targetFrameRate = 60;
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Input.multiTouchEnabled = false;
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// 遅延させていたパラメータを追加
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GameDataManager.GameData.MoveAllWaitValue();
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GameDataManager.SaveGameData();
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}
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}
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