バイト君の報酬(羽)の付与方法変更
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@ -35,8 +35,9 @@ namespace MyGame.Scenes.Main.Scripts
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var (coin, heart) = PartTimerManager.CalcEarnings(partTimerData, cityGameData.PartTimerElapsed);
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coinText.text = coin.ToString();
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heartText.text = heart.ToString();
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shopCustomizeObject.SetActive(PartTimerManager.Instance.CheckEarningsCustomizeCoin(true));
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shopCustomizeCoinText.text = "1";
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var customizeCoin = PartTimerManager.Instance.CheckEarningsCustomizeCoin();
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shopCustomizeObject.SetActive(customizeCoin > 0);
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shopCustomizeCoinText.text = customizeCoin.ToString();
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closeButton.OnClickAsObservable().Take(1).Subscribe(_ =>
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{
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@ -200,7 +200,9 @@ public sealed class GameData {
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// バイト君
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public int PartTimerLevel;
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public int PartTimerElapsed; // ゲーム起動中経過時間
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public int CustomizeCoinElapsed; // 羽の獲得用経過時間
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private int[] usedItemCondition;
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public List<int> UsedItemCondition;
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// mission
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[DataMember(Name = "Data1001")]
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@ -571,6 +573,7 @@ public sealed class GameData {
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ScrollGameStageScoreList = ScrollGameStageScoreList ?? new List<ScrollGameScoreData>();
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CityGameDataDict ??= new CityGameDataDict();
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FundingDict ??= new FundingDict();
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UsedItemCondition = usedItemCondition?.ToList() ?? new List<int>();
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}
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private Dictionary<int, int> ArrayToDictionary(KeyValueOfintint[] array){
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var dictionary = new Dictionary<int, int>();
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@ -587,6 +590,7 @@ public sealed class GameData {
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// lastAdRewardTimeArray = lastAdRewardTimeList.ToArray();
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achievedMission = AchievedMission.ToArray();
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deliveredOrder = DeliveredOrder.ToArray();
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usedItemCondition = UsedItemCondition.ToArray();
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// CityGameData
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foreach (var cityGameData in CityGameDataDict.Values)
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{
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@ -12,9 +12,6 @@ namespace MyGame.Scripts
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{
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[SerializeField] private int updateTiming = 2;
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[SerializeField] private int saveTiming = 10;
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[SerializeField] private int shopCustomizeCoinTiming = 86400; // 1day
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[SerializeField] private int targetCount = 3;
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private int checkCount;
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private float saveElapsed;
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private List<GameData> partTimerList;
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private void Start()
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@ -38,8 +35,6 @@ namespace MyGame.Scripts
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cityGameData.PartTimerElapsed += updateTiming;
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}
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GameDataManager.GameData.CustomizeCoinElapsed += updateTiming;
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saveElapsed += updateTiming;
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if (saveTiming < saveElapsed)
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{
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@ -79,13 +74,15 @@ namespace MyGame.Scripts
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/// <returns></returns>
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public int GetCustomizeCoin()
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{
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if (CheckEarningsCustomizeCoin())
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// 達成リスト
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var list = ItemConditionUtils.GetGlobalList(ItemCondition.TotalHeart, GameDataUtils.GetTotalHeart(), RewardActionType.CustomizeCoin, true);
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var rewardCount = 0;
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list.ForEach(data =>
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{
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checkCount = 0;
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GameDataManager.GameData.CustomizeCoinElapsed -= shopCustomizeCoinTiming;
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return 1;
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}
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return 0;
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rewardCount += data.value;
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ItemConditionUtils.Use(data);
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});
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return rewardCount;
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}
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/// <summary>
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@ -93,24 +90,7 @@ namespace MyGame.Scripts
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/// checkCountがTargetCount以上になれば受取可能
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/// </summary>
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/// <returns></returns>
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public bool CheckEarningsCustomizeCoin(bool withCount = false)
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{
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#if UNITY_EDITOR
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Debug.Log($"CustomizeCoinElapsed:{GameDataManager.GameData.CustomizeCoinElapsed}/{shopCustomizeCoinTiming} checkCount:{checkCount}/{targetCount}");
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#endif
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if (shopCustomizeCoinTiming <= GameDataManager.GameData.CustomizeCoinElapsed)
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{
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if (withCount)
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{
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checkCount++;
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}
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if (targetCount <= checkCount)
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{
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return true;
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}
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}
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return false;
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}
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public int CheckEarningsCustomizeCoin() => ItemConditionUtils.GetGlobalList(ItemCondition.TotalHeart, GameDataUtils.GetTotalHeart(), RewardActionType.CustomizeCoin, true).Sum(data => data.value);
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public static (int coin, int heart) CalcEarnings(PartTimerData partTimerData, int elapsed)
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{
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