StageDataデータ構造変更に対応
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commit
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@ -46,22 +46,6 @@ namespace MyGame.Scenes.MiniGame.Scripts
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GameDataManager.GameData.ScrollGameTodayPlayCount = 0;
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GameDataManager.GameData.ScrollGameTodayPlayCount = 0;
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}).AddTo(this);
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}).AddTo(this);
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allHiScoreButton.OnClickAsObservable().Subscribe(_ =>
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{
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foreach (var stageData in SpreadsheetDataManager.Instance.GetBaseDataList<ScrollGameStageData>(Const.ScrollGameStageDataSheet))
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{
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if (!(GameDataManager.GameData.ScrollGameStageScoreList.FirstOrDefault(data => data.Id == stageData.id) is ScrollGameScoreData scoreData))
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{
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scoreData = new ScrollGameScoreData
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{
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Id = stageData.id
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};
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GameDataManager.GameData.ScrollGameStageScoreList.Add(scoreData);
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}
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scoreData.Score = Mathf.Max(scoreData.Score, stageData.needScore);
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}
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}).AddTo(this);
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var debugObject = new GameObject(){name = "debugObject"};
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var debugObject = new GameObject(){name = "debugObject"};
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var orgScale = debugObject.transform.localScale;
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var orgScale = debugObject.transform.localScale;
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isDebug.Subscribe(x =>
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isDebug.Subscribe(x =>
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@ -33,10 +33,10 @@ namespace MyGame.Scenes.MiniGame.Scripts
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switch (stageData.Difficulty)
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switch (stageData.Difficulty)
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{
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{
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case ScrollGameDifficulty.Easy:
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case ScrollGameDifficulty.Easy:
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lockText.text = string.Format(LocalizationManager.GetTranslation("UI/ScrollGameStageLockNormal"), stageData.needScore);
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// lockText.text = string.Format(LocalizationManager.GetTranslation("UI/ScrollGameStageLockNormal"), stageData.needScore);
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break;
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break;
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case ScrollGameDifficulty.Normal:
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case ScrollGameDifficulty.Normal:
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lockText.text = string.Format(LocalizationManager.GetTranslation("UI/ScrollGameStageLockHard"), stageData.needScore);
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// lockText.text = string.Format(LocalizationManager.GetTranslation("UI/ScrollGameStageLockHard"), stageData.needScore);
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break;
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break;
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case ScrollGameDifficulty.Hard:
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case ScrollGameDifficulty.Hard:
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lockText.text = string.Empty;
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lockText.text = string.Empty;
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@ -557,9 +557,9 @@ public sealed class ScrollGameStageData
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public int id;
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public int id;
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public int placeId;
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public int placeId;
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public int difficulty;
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public int difficulty;
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public int needScore;
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public string beginPrefabName;
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public string beginPrefabName;
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public string randomPrefabName;
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public string randomPrefabName;
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public int length;
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public ScrollGameDifficulty Difficulty => (ScrollGameDifficulty)difficulty;
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public ScrollGameDifficulty Difficulty => (ScrollGameDifficulty)difficulty;
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private string[] BeginPrefabName => beginPrefabName.Split(',');
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private string[] BeginPrefabName => beginPrefabName.Split(',');
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@ -571,6 +571,6 @@ public sealed class ScrollGameStageData
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public Transform[] GetRandomStagePrefabs()
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public Transform[] GetRandomStagePrefabs()
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{
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{
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return BeginPrefabName.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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