add difficultyDataClass
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4f4607685d
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@ -67,6 +67,7 @@ public static class Const {
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public static readonly string ShopCustomizeBonusDataSheet = "ShopCustomizeBonusData";
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public static readonly string ShopCustomizeBonusDataSheet = "ShopCustomizeBonusData";
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public static readonly string ScrollGamePlaceDataSheet = "ScrollGamePlaceData";
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public static readonly string ScrollGamePlaceDataSheet = "ScrollGamePlaceData";
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public static readonly string ScrollGameStageDataSheet = "ScrollGameStageData";
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public static readonly string ScrollGameStageDataSheet = "ScrollGameStageData";
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public static readonly string ScrollGameStageDifficultyDataSheet = "ScrollGameStageDifficultyData";
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// language
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// language
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public static readonly string LangJapanDataSheet = "LangJapanData";
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public static readonly string LangJapanDataSheet = "LangJapanData";
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@ -106,6 +107,7 @@ public static class Const {
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new SheetData(Const.ShopCustomizeBonusDataSheet),
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new SheetData(Const.ShopCustomizeBonusDataSheet),
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new SheetData(Const.ScrollGamePlaceDataSheet),
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new SheetData(Const.ScrollGamePlaceDataSheet),
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new SheetData(Const.ScrollGameStageDataSheet),
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new SheetData(Const.ScrollGameStageDataSheet),
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new SheetData(Const.ScrollGameStageDifficultyDataSheet),
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};
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};
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public static readonly SheetData[] LanguageSheetNameList = new SheetData[]{
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public static readonly SheetData[] LanguageSheetNameList = new SheetData[]{
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new SheetData(Const.LangJapanDataSheet, "LanguageData"),
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new SheetData(Const.LangJapanDataSheet, "LanguageData"),
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@ -574,3 +574,30 @@ public sealed class ScrollGameStageData
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return RandomPrefabName.Select(x => Resources.Load<Transform>($"ScrollGame/Stages/Stage{x}")).ToArray();
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return RandomPrefabName.Select(x => Resources.Load<Transform>($"ScrollGame/Stages/Stage{x}")).ToArray();
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}
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}
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}
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}
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[Serializable]
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public sealed class ScrollGameStageDifficultyData
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{
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public int id;
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public int placeId;
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public int normalTime;
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public int hardTime;
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public int extraTime;
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public ScrollGameDifficulty GetDifficultySwitchTime(float time)
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{
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if (time >= extraTime)
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{
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return ScrollGameDifficulty.Extra;
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}
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if (time >= hardTime)
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{
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return ScrollGameDifficulty.Hard;
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}
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if (time >= normalTime)
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{
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return ScrollGameDifficulty.Normal;
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}
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return ScrollGameDifficulty.Easy;
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}
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}
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