マーケット初期化修正
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@ -88,7 +88,6 @@ public class Market : MonoBehaviour
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IsLatestCity = GameDataUtils.CheckLatestCity(cityId);
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IsLatestCity = GameDataUtils.CheckLatestCity(cityId);
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cityGameData = GameDataManager.GetCityGameData(cityId);
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cityGameData = GameDataManager.GetCityGameData(cityId);
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globalGameData = GameDataManager.GameData;
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globalGameData = GameDataManager.GameData;
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UpdateBonus(ShopCustomize.GetBonusList(globalGameData.ShopCustomizeLevel));
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customerFlow.SetCityGameData(cityGameData);
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customerFlow.SetCityGameData(cityGameData);
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CheckAndFixStock();
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CheckAndFixStock();
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@ -20,6 +20,7 @@ namespace MyGame.Scenes.marketing.Scripts
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public readonly ReactiveProperty<bool> IsPause = new();
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public readonly ReactiveProperty<bool> IsPause = new();
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//cityIdごとにMarket保存
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//cityIdごとにMarket保存
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private readonly Dictionary<int, Market> cityMarketDict = new();
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private readonly Dictionary<int, Market> cityMarketDict = new();
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private Dictionary<ShopCustomizeBonusCategory, (int bonusLevel, int value)> cacheBonusList = new();
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private void Start()
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private void Start()
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{
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{
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/*
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/*
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@ -77,16 +78,13 @@ namespace MyGame.Scenes.marketing.Scripts
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// GameDataManager.GameData.BrotherHeart = GameDataManager.GameData.Heart;
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// GameDataManager.GameData.BrotherHeart = GameDataManager.GameData.Heart;
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// PartTimerManager.Instance.UpdateList();
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// PartTimerManager.Instance.UpdateList();
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#endif
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#endif
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cacheBonusList = ShopCustomize.GetBonusList(GameDataManager.GameData.ShopCustomizeLevel);
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// 各都市マーケット生成
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// 各都市マーケット生成
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var latestCityId = GameDataUtils.GetLatestCityId();
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CreateMarket(Const.DefaultCityId);
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CreateMarket(Const.DefaultCityId).CheckPartTimerMode();
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foreach (var (cityId, gameData) in GameDataManager.GameData.CityGameDataDict)
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foreach (var (cityId, gameData) in GameDataManager.GameData.CityGameDataDict)
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{
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{
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if (!gameData.IsFundingCompleted) return;
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if (!gameData.IsFundingCompleted) return;
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var market = CreateMarket(cityId);
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CreateMarket(cityId);
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market.CheckPartTimerMode();
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market.SetLatestCity(cityId == latestCityId);
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}
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}
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}
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}
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@ -94,18 +92,20 @@ namespace MyGame.Scenes.marketing.Scripts
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{
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{
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var market = Instantiate(marketPrefab, transform);
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var market = Instantiate(marketPrefab, transform);
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market.Initialize(cityId);
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market.Initialize(cityId);
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market.UpdateBonus(cacheBonusList);
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market.CheckPartTimerMode();
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cityMarketDict.Add(cityId, market);
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cityMarketDict.Add(cityId, market);
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return market;
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return market;
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}
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}
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public Market GetMarket(int cityId)
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public Market GetMarket(int cityId)
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{
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{
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return cityMarketDict[cityId];
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return cityMarketDict.ContainsKey(cityId) ? cityMarketDict[cityId] : CreateMarket(cityId);
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}
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}
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public Market GetCurrentCityMarket()
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public Market GetCurrentCityMarket()
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{
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{
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return cityMarketDict[GameDataManager.GameData.CurrentCityId];
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return GetMarket(GameDataManager.GameData.CurrentCityId);
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}
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}
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/// <summary>
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/// <summary>
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@ -137,6 +137,7 @@ namespace MyGame.Scenes.marketing.Scripts
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/// <param name="bonusList"></param>
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/// <param name="bonusList"></param>
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public void UpdateBonus(Dictionary<ShopCustomizeBonusCategory, (int bonusLevel, int value)> bonusList)
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public void UpdateBonus(Dictionary<ShopCustomizeBonusCategory, (int bonusLevel, int value)> bonusList)
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{
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{
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cacheBonusList = bonusList;
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foreach (var (_, market) in cityMarketDict)
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foreach (var (_, market) in cityMarketDict)
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{
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{
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market.UpdateBonus(bonusList);
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market.UpdateBonus(bonusList);
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