コインとハートの遅延獲得処理を追加

This commit is contained in:
kimura 2021-11-30 18:04:16 +09:00
parent 046f73dfac
commit 63517fe9af
3 changed files with 41 additions and 3 deletions

View File

@ -200,9 +200,9 @@ public class Market : SingletonMonoBehaviour<Market>
var flavors = orders.Select(x => displayFlavors[x]).ToList(); var flavors = orders.Select(x => displayFlavors[x]).ToList();
var coin = SellPopcorn(flavors); var coin = SellPopcorn(flavors);
// 獲得処理 // 獲得処理(遅延追加用変数に加算)
gameData.Coin += coin; gameData.WaitAddCoin += coin;
gameData.Heart += customers.Count; gameData.WaitAddHeart += customers.Count;
GameDataManager.SaveGameData(); GameDataManager.SaveGameData();
// 商品補充 // 商品補充
@ -226,12 +226,20 @@ public class Market : SingletonMonoBehaviour<Market>
this.CallWaitForSeconds(waitSellTime, () => this.CallWaitForSeconds(waitSellTime, () =>
{ {
// 獲得処理
gameData.MoveCoin(coin);
GameDataManager.SaveGameData();
sellObservable.OnNext(coin); sellObservable.OnNext(coin);
sellOrderSubject.OnNext(orders); sellOrderSubject.OnNext(orders);
CheckStock(gameData.ShopStock); CheckStock(gameData.ShopStock);
this.CallWaitForSeconds(waitRefillTime, () => this.CallWaitForSeconds(waitRefillTime, () =>
{ {
// 獲得処理
gameData.MoveHeart(customers.Count);
GameDataManager.SaveGameData();
refillSubject.OnNext((isReorder, refillList)); refillSubject.OnNext((isReorder, refillList));
foreach (var controller in customers) foreach (var controller in customers)
{ {

View File

@ -135,6 +135,12 @@ public sealed class GameData {
// フライパン // フライパン
[DataMember(Name = "Data39")] [DataMember(Name = "Data39")]
public int SelectedPanId; public int SelectedPanId;
// 遅延追加用加算枠
[DataMember(Name = "Data40")]
public int WaitAddCoin;
[DataMember(Name = "Data41")]
public int WaitAddHeart;
// mission // mission
[DataMember(Name = "Data1001")] [DataMember(Name = "Data1001")]
@ -291,6 +297,26 @@ public sealed class GameData {
kitchenRefreshTime = DateTime.UtcNow.ToBinary(); kitchenRefreshTime = DateTime.UtcNow.ToBinary();
} }
public void MoveCoin(int value)
{
// 退避していたコインを加算
WaitAddCoin -= value;
Coin += value;
}
public void MoveHeart(int value)
{
WaitAddHeart -= value;
Heart += value;
}
public void MoveAllWaitValue()
{
Debug.Log($"WaitAddValue:{WaitAddCoin},{WaitAddHeart}");
MoveCoin(WaitAddCoin);
MoveHeart(WaitAddHeart);
}
// public void ChangeAvatar(AvatarData avatarData){ // public void ChangeAvatar(AvatarData avatarData){
// newAvatarIdList.Remove(avatarData.id); // newAvatarIdList.Remove(avatarData.id);
// } // }

View File

@ -27,5 +27,9 @@ public sealed class InitializeUnitySettings : MonoBehaviour {
Application.targetFrameRate = 60; Application.targetFrameRate = 60;
Input.multiTouchEnabled = false; Input.multiTouchEnabled = false;
// 遅延させていたパラメータを追加
GameDataManager.GameData.MoveAllWaitValue();
GameDataManager.SaveGameData();
} }
} }