自動調理レベルの指定をDebugOptionに追加
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@ -34,6 +34,7 @@ public class DebugOptionManager : MonoBehaviour
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[SerializeField] private InputField heartCount;
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[SerializeField] private InputField heartCount;
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[SerializeField] private Dropdown shopLevelDropdown;
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[SerializeField] private Dropdown shopLevelDropdown;
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[SerializeField] private Dropdown bulkOrderDropdown;
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[SerializeField] private Dropdown bulkOrderDropdown;
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[SerializeField] private Dropdown autoCookDropdown;
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#if UNITY_EDITOR || DEVELOPMENT_BUILD
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#if UNITY_EDITOR || DEVELOPMENT_BUILD
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// Start is called before the first frame update
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// Start is called before the first frame update
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void Start()
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void Start()
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@ -238,6 +239,26 @@ public class DebugOptionManager : MonoBehaviour
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gameData.OrderConditionCount = 99999;
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gameData.OrderConditionCount = 99999;
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}).AddTo(this);
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}).AddTo(this);
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}
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}
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/*
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* 自動調理レベル
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*/
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autoCookDropdown.ClearOptions();
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var autoCookList = SpreadsheetDataManager.Instance.GetBaseDataList<AutoCookData>(Const.AutoCookDataSheet);
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autoCookDropdown.AddOptions(autoCookList.Select(data => data.level.ToString()).ToList());
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autoCookDropdown.value = gameData.AutoCookLevel - 1;
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autoCookDropdown.OnValueChangedAsObservable()
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.Skip(1)
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.DistinctUntilChanged()
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.Subscribe(x =>
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{
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gameData.AutoCookLevel = autoCookList[x].level;
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// level1ならチュートリアル復活
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if (gameData.AutoCookLevel == 1)
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{
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gameData.FinishedFlags &= ~TutorialFlag.AutoCook;
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}
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}).AddTo(this);
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// debugfielddata
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// debugfielddata
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