デイリーミッション修正
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@ -79,7 +79,7 @@ public class DebugOptionManager : MonoBehaviour
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gameData.StorageTanks.Add(new StorageTank()
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{
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Capacity = 50,
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FlavorId = 6,
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FlavorId = 5,
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Stocks = new List<ProductStockData>
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{
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new ProductStockData
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@ -88,9 +88,17 @@ public class MissionManager : MonoBehaviour
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// dailyMission
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// コンプリートミッション
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MissionView completeMissionView;
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{
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var missionView = listView.AddDailyCompleteItemView();
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var missionData = new MissionData(){count = 3, reward = dailyMissionCompleteRewardCoin, text = "デイリーミッションすべて完了で達成"};
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completeMissionView = missionView;
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var missionData = new MissionData()
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{
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count = gameData.dailyMissionIdArray.Length,
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reward = dailyMissionCompleteRewardCoin,
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text = "デイリーミッションすべて完了で達成",
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category = (int)MissionCategory.Daily,
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};
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var progressValue = gameData.dailyMissionAchievedIdArray.Length;
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missionView.SetData(missionData, progressValue);
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missionView.SetButtonActive(missionData.count <= progressValue);
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@ -132,8 +140,10 @@ public class MissionManager : MonoBehaviour
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GetReward(missionData);
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missionView.SetRewarded();
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// 達成ID保存
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gameData.dailyMissionAchievedIdArray = new List<int>(gameData.dailyMissionIdArray){missionData.id}.ToArray();
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gameData.dailyMissionAchievedIdArray = new List<int>(gameData.dailyMissionAchievedIdArray){missionData.id}.ToArray();
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GameDataManager.SaveGameData();
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completeMissionView.ChangeProgress(gameData.dailyMissionIdArray.Length, gameData.dailyMissionAchievedIdArray.Length);
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completeMissionView.SetButtonActive(gameData.dailyMissionIdArray.Length <= gameData.dailyMissionAchievedIdArray.Length);
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})));
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TransitionManager.Instance.LoadSceneAdditive(GameScenes.MissionAchievement);
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}).AddTo(missionView);
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@ -25,6 +25,12 @@ public class MissionView : MonoBehaviour
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progressText.text = string.Format(progressFormat, curentValue, missionData.count);
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}
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public void ChangeProgress(int goalValue, int curentValue)
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{
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progressBar.value = Mathf.InverseLerp(0, goalValue, curentValue);
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progressText.text = string.Format(progressFormat, curentValue, goalValue);
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}
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public void SetButtonActive(bool active)
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{
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rewardButton.gameObject.SetActive(active);
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@ -207,14 +207,14 @@ public sealed class GameData {
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public void AddSalesCount(int id, int stock, ProductRarity rarity)
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{
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OrderConditionCount += stock;
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if (!(TotalSalesList.FirstOrDefault(x => x.Rarity == rarity) is ProductStockData stockData))
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if (!(TotalSalesList.FirstOrDefault(x => x.FlavorId == id && x.Rarity == rarity) is ProductStockData stockData))
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{
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stockData = new ProductStockData {FlavorId = id, Rarity = rarity, Stock = 0};
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TotalSalesList.Add(stockData);
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}
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stockData.Stock += stock;
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if (!(DailyTotalSalesList.FirstOrDefault(x => x.Rarity == rarity) is ProductStockData dailyStockData))
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if (!(DailyTotalSalesList.FirstOrDefault(x => x.FlavorId == id && x.Rarity == rarity) is ProductStockData dailyStockData))
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{
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dailyStockData = new ProductStockData {FlavorId = id, Rarity = rarity, Stock = 0};
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DailyTotalSalesList.Add(dailyStockData);
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@ -1,4 +1,5 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using UniRx;
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using UnityEngine;
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@ -92,6 +93,9 @@ public class GameDataObserver : SingletonMonoBehaviour<GameDataObserver>
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var targetList = missionList.Where(data =>
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data.Category == MissionCategory.Daily && data.shopLevel <= gameData.ViewedShopLevel);
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gameData.dailyMissionIdArray = targetList.ToList().RandomChoose(3).Select(data => data.id).ToArray();
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#if UNITY_EDITOR
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gameData.dailyMissionIdArray = new List<int>(gameData.dailyMissionIdArray){291}.ToArray();
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#endif
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gameData.lastDailyMissionSetTime = DateTime.UtcNow.ToBinary();
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gameData.dailyLoginCount++;
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GameDataManager.SaveGameData();
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@ -53,8 +53,8 @@ public enum MissionCondition
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CustomerCount = 2,
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SalesCount = 3,
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RareSalesCount = 4,
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RecipeCount = 5,
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CoinConsumeCount = 6,
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CoinConsumeCount = 5,
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RecipeCount = 6,
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BulkOrderDeliveredCount = 7,
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SaltSalesCount = 8,
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RareSaltSalesCount = 9,
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