歩行処理追加
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@ -0,0 +1,89 @@
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using System;
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using UniRx;
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using UniRx.Triggers;
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using UnityEditor.UIElements;
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using UnityEngine;
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using Random = UnityEngine.Random;
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public enum CustomerMovingType
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{
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WalkFront,
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WalkSide,
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WalkBack,
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StayBack,
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WalkFrontEat,
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WalkSideEat,
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}
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public class CustomerController : MonoBehaviour
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{
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private static readonly int WalkFront = Animator.StringToHash("WalkFront");
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private static readonly int WalkSide = Animator.StringToHash("WalkSide");
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private static readonly int WalkBack = Animator.StringToHash("WalkBack");
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private static readonly int StayBack = Animator.StringToHash("StayBack");
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private static readonly int WalkFrontEat = Animator.StringToHash("WalkFrontEat");
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private static readonly int WalkSideEat = Animator.StringToHash("WalkSideEat");
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// 画面端
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private float leftEndPosision = -10f;
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// 歩道の幅(min,max)
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[SerializeField] private float walkSideTopPos = -1.55f;
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[SerializeField] private float walkSideBottomPos = -6.50f;
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// 歩行速度
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[SerializeField] private float walkSideSpeed = 1.3f; // 1.3f
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[SerializeField] private float walkFrontSpeed = 1.0f; // 1.0f
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private Vector3 speed = Vector3.zero;
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// 停止時間
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// 左右どちらから出るか
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[SerializeField] private Animator animator;
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private void Start()
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{
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this.UpdateAsObservable().Subscribe(_ =>
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{
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transform.localPosition += speed * Time.deltaTime;
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}).AddTo(this);
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}
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public void Setup()
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{
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var tmpPos = Vector3.zero;
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tmpPos.x = leftEndPosision;
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tmpPos.y = Random.Range(walkSideTopPos, walkSideBottomPos);
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transform.localPosition = tmpPos;
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}
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public void SetMove(CustomerMovingType type)
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{
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switch (type)
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{
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case CustomerMovingType.WalkFront:
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animator.SetTrigger(WalkFront);
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break;
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case CustomerMovingType.WalkSide:
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speed = Vector3.right * walkSideSpeed;
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animator.SetTrigger(WalkSide);
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break;
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case CustomerMovingType.WalkBack:
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animator.SetTrigger(WalkBack);
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break;
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case CustomerMovingType.StayBack:
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speed = Vector3.zero;
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animator.SetTrigger(StayBack);
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break;
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case CustomerMovingType.WalkFrontEat:
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animator.SetTrigger(WalkFrontEat);
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break;
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case CustomerMovingType.WalkSideEat:
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animator.SetTrigger(WalkSideEat);
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break;
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default:
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throw new ArgumentOutOfRangeException(nameof(type), type, null);
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}
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}
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public void SetCustomerType()
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{
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}
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}
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fileFormatVersion: 2
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guid: 3aa8dec9a88540bf93de4c93663335ec
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timeCreated: 1629854874
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@ -12,27 +12,40 @@ public class Market : MonoBehaviour
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[SerializeField] private ShopStockView stockView;
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[SerializeField] private MarketCartView cartView;
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[SerializeField] private GameObject customerPrefab;
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// Start is called before the first frame update
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void Start()
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{
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var gameData = GameDataManager.GameData;
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CoinManager.Instance.ChangeCoin(gameData.coin);
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// 在庫数表示
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stockView.SetStock(gameData.StorageTanks);
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// 全レシピ
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var allRecipe = RecipeData.GetAllRecipe();
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// 在庫数表示
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stockView.SetStock(gameData.StorageTanks);
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StockFlavorLog();
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// 陳列
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var displayFlavors = gameData.ShopStock.Select(x => x).ToList();
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cartView.SetStock(displayFlavors);
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// 売り順決定
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var shuffledOrder = ShuffleOrder(displayFlavors.Count);
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// お客さん出現パターン確率計算と行動パターン計算
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Observable.Interval(TimeSpan.FromSeconds(.5f)).Take(5).Subscribe(_ =>
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{
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var customer = Instantiate(customerPrefab);
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var customerController = customer.GetComponent<CustomerController>();
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customerController.SetMove(CustomerMovingType.WalkSide);
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customerController.Setup();
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var heartAnimation = customer.GetComponent<HeartAnimation>();
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Observable.Timer(TimeSpan.FromSeconds(2f)).Subscribe(__ =>
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{
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heartAnimation.GetHeart();
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});
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}).AddTo(this);
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// お客さんの出現タイミング(10秒間に1回)
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Observable.Timer(TimeSpan.FromSeconds(2f), TimeSpan.FromSeconds(10f))
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.Subscribe(_ =>
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