柵の開放を複数パターンの落とし穴に対応

This commit is contained in:
kimura 2022-08-03 12:10:38 +09:00
parent c41d719f21
commit 66c8aed7ed
5 changed files with 77 additions and 79 deletions

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@ -10,9 +10,8 @@ namespace MyGame.Scenes.MiniGame.Scripts
[SerializeField] private Transform[] bgArray; [SerializeField] private Transform[] bgArray;
[SerializeField] private float bgWidth = 17.66f; [SerializeField] private float bgWidth = 17.66f;
[SerializeField] private float bgOffset = 0f; [SerializeField] private float bgOffset = 0f;
[SerializeField] private float holeWidth;
private int bgIndex = 0; private int bgIndex = 0;
private readonly List<float> fencePosList = new(); private readonly List<Vector2> fencePosList = new();
public void ResetBg(float targetXPos) public void ResetBg(float targetXPos)
{ {
@ -37,21 +36,21 @@ namespace MyGame.Scenes.MiniGame.Scripts
bg.GetComponent<BackGround>()?.ResetFence(); bg.GetComponent<BackGround>()?.ResetFence();
} }
// フェンス確認 // フェンス確認
if (fencePosList.Count > 0 && fencePosList[0] - targetXPos <= bgWidth * 1.5f) if (fencePosList.Count > 0 && fencePosList[0].x - targetXPos <= bgWidth * 1.5f)
{ {
SetFence(fencePosList[0]); SetFence(fencePosList[0]);
fencePosList.RemoveAt(0); fencePosList.RemoveAt(0);
} }
} }
public void SetFenceXPos(float targetXPos) => fencePosList.Add(targetXPos); public void SetFenceXPos(Vector2 targetXPos) => fencePosList.Add(targetXPos);
private void SetFence(float xPos) private void SetFence(Vector2 xPos)
{ {
foreach (var bg in bgArray) foreach (var bg in bgArray)
{ {
var bgXPos = bg.transform.position.x; var bgXPos = bg.transform.position.x;
if (xPos < bgXPos - bgWidth / 2 || bgXPos + bgWidth / 2 < xPos) if (xPos.y < bgXPos - bgWidth / 2 || bgXPos + bgWidth / 2 < xPos.x)
{ {
continue; continue;
} }

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@ -10,16 +10,15 @@ namespace MyGame.Scenes.MiniGame.Scripts
[SerializeField] private Animator animator; [SerializeField] private Animator animator;
[SerializeField] private SpriteRenderer fence; [SerializeField] private SpriteRenderer fence;
[SerializeField] private float fenceStep = 1.47f; [SerializeField] private float fenceStep = 1.47f;
[SerializeField] private float fenceStep2 = .89f;
[SerializeField] private Transform fenceMask; [SerializeField] private Transform fenceMask;
[SerializeField] private float maskOffset = .6f; [SerializeField] private float maskOffset = .6f;
private readonly List<Transform> fenceMaskList = new(); private readonly List<Transform> fenceMaskList = new();
private int fenceMaskCount = 3; private int fenceMaskCount = 3;
private int fenceMaskIndex; private int fenceMaskIndex;
private Vector3 cacheFenceScale;
private void Start() private void Start()
{ {
cacheFenceScale = fenceMask.localScale;
fenceMaskList.Clear(); fenceMaskList.Clear();
fenceMaskList.Add(fenceMask); fenceMaskList.Add(fenceMask);
for (int i = 0; i < fenceMaskCount - 1; i++) for (int i = 0; i < fenceMaskCount - 1; i++)
@ -52,11 +51,35 @@ namespace MyGame.Scenes.MiniGame.Scripts
} }
} }
public void SetFence(float xPos) public void SetFence(Vector2 xPos)
{ {
var fenceRight = fence.transform.position.x + fence.size.x / 2; var fenceTransform = fence.transform;
fenceMaskList[fenceMaskIndex].localScale = cacheFenceScale; var half = fence.size.x / 2 * fenceTransform.lossyScale.x;
fenceMaskList[fenceMaskIndex].SetPositionX(Mathf.CeilToInt((fenceRight - xPos) / fenceStep) * -fenceStep + fenceRight + maskOffset); var fenceRight = fenceTransform.position.x + half + maskOffset;
var fenceRight2 = fenceRight - fenceStep2;
var maskLeft = Mathf.CeilToInt((fenceRight2 - xPos.x) / fenceStep) * -fenceStep + fenceRight2;
var maskRight = Mathf.FloorToInt((fenceRight - xPos.y) / fenceStep) * -fenceStep + fenceRight;
foreach (var x in new []{xPos.x, xPos.y})
{
var sphere = GameObject.CreatePrimitive(PrimitiveType.Sphere);
sphere.GetComponent<MeshRenderer>().material.color = Color.blue;
sphere.transform.SetLocalScale(.4f);
sphere.transform.SetPositionX(x);
sphere.transform.SetPositionZ(-5f);
}
foreach (var x in new []{maskLeft, maskRight})
{
var sphere = GameObject.CreatePrimitive(PrimitiveType.Sphere);
sphere.GetComponent<MeshRenderer>().material.color = Color.red;
sphere.transform.SetLocalScale(.4f);
sphere.transform.SetPositionX(x);
sphere.transform.SetPositionZ(-5f);
}
var maskWidth = maskRight - maskLeft;
var maskXPos = maskLeft + maskWidth / 2;
fenceMaskList[fenceMaskIndex].localScale += Vector3.right * maskWidth;
fenceMaskList[fenceMaskIndex].SetPositionX(maskXPos);
fenceMaskIndex = (fenceMaskIndex + 1) % fenceMaskCount; fenceMaskIndex = (fenceMaskIndex + 1) % fenceMaskCount;
} }
@ -64,7 +87,24 @@ namespace MyGame.Scenes.MiniGame.Scripts
{ {
foreach (var fm in fenceMaskList) foreach (var fm in fenceMaskList)
{ {
fm.SetLocalScale(0f); fm.SetLocalScaleX(0f);
}
}
private void OnDrawGizmosSelected()
{
var fenceTransform = fence.transform;
var distance = fenceTransform.position;
var half = fence.size.x / 2 * fenceTransform.lossyScale.x;
distance = distance.AddX(half);
distance = distance.AddX(maskOffset);
while (distance.x > fenceTransform.position.x - half)
{
Gizmos.color = Color.blue;
Gizmos.DrawLine(distance + Vector3.up, distance + Vector3.down);
Gizmos.color = Color.green;
Gizmos.DrawLine(distance.AddX(-fenceStep2) + Vector3.up, distance.AddX(-fenceStep2) + Vector3.down);
distance = distance.AddX(-fenceStep);
} }
} }
} }

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@ -22,8 +22,8 @@ namespace MyGame.Scenes.MiniGame.Scripts
private float cacheElapsedTime; private float cacheElapsedTime;
private ScrollGameStageData currentStageData; private ScrollGameStageData currentStageData;
private ScrollGameStageData nextStageData; private ScrollGameStageData nextStageData;
public IObservable<float> OnFence => fenceSubject.DelayFrame(1); // 1フレーム送らせて通知 public IObservable<Vector2> OnFence => fenceSubject;
private readonly Subject<float> fenceSubject = new(); private readonly Subject<Vector2> fenceSubject = new();
private readonly CompositeDisposable stageDisposable = new(); private readonly CompositeDisposable stageDisposable = new();
private readonly Dictionary<int, ScrollGameStageData> stageDataDict = new(); private readonly Dictionary<int, ScrollGameStageData> stageDataDict = new();
@ -106,13 +106,13 @@ namespace MyGame.Scenes.MiniGame.Scripts
}).AddTo(stage.gameObject); }).AddTo(stage.gameObject);
// 落とし穴があった場合通知 // 落とし穴があった場合通知
stage.transform.FindAllChildrensComponent<StageItem>(x => stage.transform.FindAllChildrensComponent<Hole>(x =>
{ {
if (!x.gameObject.activeInHierarchy || x.ItemType != StageItem.Type.Hole) if (!x.gameObject.activeInHierarchy)
{ {
return; return;
} }
fenceSubject.OnNext(x.transform.position.x); fenceSubject.OnNext(x.Border);
}); });
} }
} }