Merge branch 'feature/1.5.1' of bitbucket.org:usaya/popcorn into feature/1.5.1
This commit is contained in:
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@ -114,7 +114,7 @@ PrefabInstance:
|
|||
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||||
type: 3}
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||||
propertyPath: m_LocalPosition.x
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||||
value: 15.71
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value: 18.7
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objectReference: {fileID: 0}
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type: 3}
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|
@ -193,7 +193,7 @@ PrefabInstance:
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|||
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propertyPath: m_LocalPosition.x
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value: 14.45
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value: 17.439999
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objectReference: {fileID: 0}
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|
||||
type: 3}
|
||||
|
|
@ -257,7 +257,7 @@ PrefabInstance:
|
|||
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value: 11.86
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type: 3}
|
||||
|
|
@ -954,7 +954,7 @@ PrefabInstance:
|
|||
- target: {fileID: 5140115440945204540, guid: 4d9cf56629464933924296f3980217ce,
|
||||
type: 3}
|
||||
propertyPath: m_Name
|
||||
value: StagePartsOriginal V
|
||||
value: StagePartsDemo
|
||||
objectReference: {fileID: 0}
|
||||
m_RemovedComponents: []
|
||||
m_SourcePrefab: {fileID: 100100000, guid: 4d9cf56629464933924296f3980217ce, type: 3}
|
||||
|
|
|
|||
|
|
@ -62,5 +62,13 @@ namespace MyGame.Scenes.MiniGame.Scripts
|
|||
bg.GetComponent<BackGround>()?.SetFence(nextFenceXPos);
|
||||
}
|
||||
}
|
||||
|
||||
public void SetSky(ScrollGameDifficulty difficulty)
|
||||
{
|
||||
foreach (var bg in bgArray)
|
||||
{
|
||||
bg.GetComponent<BackGround>()?.SetSky(difficulty);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -26,6 +26,9 @@ namespace MyGame.Scenes.MiniGame.Scripts
|
|||
case ScrollGameDifficulty.Hard:
|
||||
animator.Play("sky_switching_b_c", 0, 0f);
|
||||
break;
|
||||
case ScrollGameDifficulty.Extra:
|
||||
animator.Play("sky_switching_c_d", 0, 0f);
|
||||
break;
|
||||
default:
|
||||
throw new ArgumentOutOfRangeException(nameof(difficulty), difficulty, null);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,9 +1,7 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using MyGame.Scripts;
|
||||
using UniRx;
|
||||
using UniRx.Diagnostics;
|
||||
using UniRx.Triggers;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
|
@ -25,7 +23,6 @@ namespace MyGame.Scenes.MiniGame.Scripts
|
|||
Failure
|
||||
}
|
||||
|
||||
[SerializeField] private float timeLimit = 30f;
|
||||
[SerializeField] private HeaderView headerView;
|
||||
[SerializeField] private Player player;
|
||||
[SerializeField] private StageSelectView stageSelectView;
|
||||
|
|
@ -148,6 +145,7 @@ namespace MyGame.Scenes.MiniGame.Scripts
|
|||
this.UpdateAsObservable()
|
||||
.Where(_ => Input.GetMouseButtonDown(0) || Input.GetKeyDown(KeyCode.Space))
|
||||
.Where(_ => menuState.Value == MenuState.Game && state.Value == GameState.Ready)
|
||||
.DelayFrame(1)
|
||||
.Subscribe(_ =>
|
||||
{
|
||||
state.Value = GameState.Play;
|
||||
|
|
@ -162,28 +160,12 @@ namespace MyGame.Scenes.MiniGame.Scripts
|
|||
break;
|
||||
case GameState.Play:
|
||||
SoundManager.Instance.PlaySE("se_minigame_Start");
|
||||
var sharedTimer = Observable.Timer(TimeSpan.Zero, TimeSpan.FromSeconds(1f))
|
||||
.Select(time => (int)(timeLimit - time))
|
||||
.TakeWhile(time => time >= 0)
|
||||
.Share();
|
||||
sharedTimer.Subscribe(time =>
|
||||
{
|
||||
headerView.ChangeTimeCount(time);
|
||||
}, () =>
|
||||
{
|
||||
headerView.ChangeTimeCount(0f);
|
||||
state.Value = GameState.Success;
|
||||
}).AddTo(gameCompositeDisposable);
|
||||
sharedTimer
|
||||
.Where(time => time <= 5)
|
||||
.Take(1)
|
||||
.Subscribe(time =>
|
||||
{
|
||||
SoundManager.Instance.PlaySE("se_minigame_RemainingTimeLeft");
|
||||
headerView.StartCountDown();
|
||||
}).AddTo(gameCompositeDisposable);
|
||||
stageManager.StartTimer();
|
||||
break;
|
||||
case GameState.Success:
|
||||
SoundManager.Instance.PlaySE("se_minigame_End");
|
||||
stageManager.StopTimer();
|
||||
player.Result();
|
||||
break;
|
||||
case GameState.Failure:
|
||||
break;
|
||||
|
|
@ -203,11 +185,8 @@ namespace MyGame.Scenes.MiniGame.Scripts
|
|||
cameraTransform.position = playerPosX * Vector3.right + cameraOffset;
|
||||
bgManager.ResetBg(playerPosX);
|
||||
}).AddTo(this);
|
||||
state.Where(x => x == GameState.Play)
|
||||
.Select(_ => this.UpdateAsObservable())
|
||||
.Switch()
|
||||
this.UpdateAsObservable()
|
||||
.Where(_ => state.Value == GameState.Play)
|
||||
.Skip(1)
|
||||
.Subscribe(_ =>
|
||||
{
|
||||
if (Input.GetMouseButtonDown(0) || Input.GetKeyDown(KeyCode.Space))
|
||||
|
|
@ -220,6 +199,7 @@ namespace MyGame.Scenes.MiniGame.Scripts
|
|||
// カメラ移動
|
||||
cameraTransform.position = playerPosX * Vector3.right + cameraOffset;
|
||||
bgManager.UpdatePos(playerPosX);
|
||||
stageManager.UpdatePos(playerPosX);
|
||||
}).AddTo(this);
|
||||
|
||||
stageManager.OnFence.Subscribe(x =>
|
||||
|
|
@ -227,6 +207,12 @@ namespace MyGame.Scenes.MiniGame.Scripts
|
|||
bgManager.SetFenceXPos(x);
|
||||
}).AddTo(this);
|
||||
|
||||
// コース難易度変更
|
||||
stageManager.Difficulty.SkipLatestValueOnSubscribe().Subscribe(x =>
|
||||
{
|
||||
bgManager.SetSky(x);
|
||||
}).AddTo(this);
|
||||
|
||||
player.OnHitItem.Where(_ => state.Value == GameState.Play).Subscribe(x =>
|
||||
{
|
||||
if (!x.TryGetComponent<StageItem>(out var item))
|
||||
|
|
@ -277,6 +263,11 @@ namespace MyGame.Scenes.MiniGame.Scripts
|
|||
}
|
||||
player.Hit(x.ClosestPoint(playerTransform.position));
|
||||
x.enabled = false;
|
||||
// ゲーム終了
|
||||
Observable.Timer(TimeSpan.FromSeconds(1f)).Subscribe(_ =>
|
||||
{
|
||||
state.Value = GameState.Success;
|
||||
}).AddTo(this);
|
||||
break;
|
||||
case StageItem.Type.Item1:
|
||||
break;
|
||||
|
|
@ -296,34 +287,20 @@ namespace MyGame.Scenes.MiniGame.Scripts
|
|||
{
|
||||
SoundManager.Instance.ChangeVolumeUniqueBGM(1f);
|
||||
// ステージ読み込み
|
||||
stageManager.SetSky(stageData.Difficulty);
|
||||
stageManager.SetBeginStages(stageData.GetBeginStagePrefabs());
|
||||
player.transform.position = characterBeginPos;
|
||||
player.ResetPlayer();
|
||||
scoreCount.Value = 0;
|
||||
headerView.ChangeTimeCount(timeLimit);
|
||||
resultManager.Reset();
|
||||
gameCompositeDisposable.Clear();
|
||||
state.SkipLatestValueOnSubscribe().Subscribe(x =>
|
||||
{
|
||||
switch (x)
|
||||
if (x == GameState.Success)
|
||||
{
|
||||
case GameState.Ready:
|
||||
break;
|
||||
case GameState.Play:
|
||||
break;
|
||||
case GameState.Success:
|
||||
SoundManager.Instance.PlaySE("se_minigame_End");
|
||||
player.Result();
|
||||
this.CallWaitForSeconds(1f, () =>
|
||||
{
|
||||
resultManager.ShowResult(scoreCount.Value, placeList, stageData);
|
||||
});
|
||||
break;
|
||||
case GameState.Failure:
|
||||
break;
|
||||
default:
|
||||
throw new ArgumentOutOfRangeException(nameof(x), x, null);
|
||||
this.CallWaitForSeconds(1f, () =>
|
||||
{
|
||||
resultManager.ShowResult(scoreCount.Value, placeList, stageData);
|
||||
});
|
||||
}
|
||||
}).AddTo(gameCompositeDisposable);
|
||||
|
||||
|
|
|
|||
|
|
@ -15,6 +15,7 @@ namespace MyGame.Scenes.MiniGame.Scripts
|
|||
[SerializeField] private AnimationCurve hitAnimationCurve;
|
||||
[SerializeField] private float flyingFallSpeed = 1f;
|
||||
[SerializeField] private float fallAcceleration = 9.8f;
|
||||
[SerializeField] private float fallLimit = -6f;
|
||||
[SerializeField] private GameObject itemHitCollider;
|
||||
[SerializeField] private GameObject obstacleHitCollider;
|
||||
[SerializeField] private GameObject level1;
|
||||
|
|
@ -28,18 +29,15 @@ namespace MyGame.Scenes.MiniGame.Scripts
|
|||
private bool isJump;
|
||||
private bool isFall;
|
||||
private bool isButtonHold;
|
||||
private bool isFlying;
|
||||
private bool isResult;
|
||||
private bool isHit;
|
||||
private bool isHitStay;
|
||||
private bool isHole;
|
||||
private bool isWall;
|
||||
private bool isResult;
|
||||
private float currentFallSpeed;
|
||||
public bool IsHit => isHit;
|
||||
private readonly BoolReactiveProperty isHitStay = new BoolReactiveProperty();
|
||||
private readonly CompositeDisposable jumpCompositeDisposable = new CompositeDisposable();
|
||||
private readonly CompositeDisposable hitCompositeDisposable = new CompositeDisposable();
|
||||
private IDisposable jumpHoldDisposable;
|
||||
private Coroutine jumpCoroutine;
|
||||
private Coroutine jumpFallCoroutine;
|
||||
private Vector3 basePos;
|
||||
private readonly ReactiveProperty<int> count = new ReactiveProperty<int>();
|
||||
public IObservable<Collider2D> OnHitItem => itemHitCollider.OnTriggerEnter2DAsObservable().TakeUntilDestroy(this);
|
||||
|
|
@ -47,8 +45,8 @@ namespace MyGame.Scenes.MiniGame.Scripts
|
|||
|
||||
private void Start()
|
||||
{
|
||||
isHitStay.AddTo(this);
|
||||
count.AddTo(this);
|
||||
jumpCompositeDisposable.AddTo(this);
|
||||
hitCompositeDisposable.AddTo(this);
|
||||
animator = GetComponent<Animator>();
|
||||
basePos = transform.localPosition;
|
||||
|
|
@ -67,9 +65,8 @@ namespace MyGame.Scenes.MiniGame.Scripts
|
|||
ResetCount();
|
||||
isJump = false;
|
||||
isFall = false;
|
||||
isFlying = false;
|
||||
isHit = false;
|
||||
isHitStay.Value = false;
|
||||
isHitStay = false;
|
||||
isHole = false;
|
||||
isWall = false;
|
||||
isResult = false;
|
||||
|
|
@ -86,12 +83,12 @@ namespace MyGame.Scenes.MiniGame.Scripts
|
|||
|
||||
public void Move()
|
||||
{
|
||||
if (isHitStay.Value || isWall)
|
||||
if (isHitStay || isWall)
|
||||
{
|
||||
return;
|
||||
}
|
||||
transform.AddPositionX(speed * Time.deltaTime);
|
||||
if (isJump || isHit || isHole)
|
||||
if (isJump || isHit || isFall)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
|
@ -100,88 +97,84 @@ namespace MyGame.Scenes.MiniGame.Scripts
|
|||
|
||||
public void Jump()
|
||||
{
|
||||
if (isJump || isHit || isHole)
|
||||
if (isJump || isHit || isFall)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
animator?.Play("Brother_pink_jump", 0, 0);
|
||||
jumpCompositeDisposable.Clear();
|
||||
isJump = true;
|
||||
isFall = false;
|
||||
var lastFrame = jumpAnimationCurve[jumpAnimationCurve.length - 1];
|
||||
// 最高点までのジャンプ
|
||||
jumpCoroutine = this.CallLerp(lastFrame.time, t =>
|
||||
var jumpCoroutine = MonoBehaviourExtensions.DoCallLerp(lastFrame.time, t =>
|
||||
{
|
||||
transform.SetLocalPositionY(basePos.y + jumpAnimationCurve.Evaluate(t * lastFrame.time));
|
||||
}, () =>
|
||||
{
|
||||
// 最高点到達後、落下
|
||||
isJump = false;
|
||||
isFall = true;
|
||||
jumpFallCoroutine = this.CallLerp(lastFrame.time, t =>
|
||||
{
|
||||
transform.SetLocalPositionY(basePos.y + jumpAnimationCurve.Evaluate(t * lastFrame.time + lastFrame.time));
|
||||
}, () =>
|
||||
{
|
||||
isJump = false;
|
||||
isFall = false;
|
||||
if (isResult)
|
||||
{
|
||||
Result();
|
||||
}
|
||||
});
|
||||
});
|
||||
// 通常落下
|
||||
var jumpFallCoroutine = MonoBehaviourExtensions.DoCallLerp(lastFrame.time, t =>
|
||||
{
|
||||
transform.SetLocalPositionY(basePos.y + jumpAnimationCurve.Evaluate((t + 1) * lastFrame.time));
|
||||
}, () =>
|
||||
{
|
||||
isFall = false;
|
||||
if (isResult)
|
||||
{
|
||||
Result();
|
||||
}
|
||||
});
|
||||
Observable.FromCoroutine(_ => jumpCoroutine)
|
||||
.SelectMany(_ => jumpFallCoroutine)
|
||||
.Subscribe().AddTo(jumpCompositeDisposable);
|
||||
// ボタンが押されたら滑空モード開始
|
||||
this.UpdateAsObservable()
|
||||
.First(_ => isButtonHold && isFall)
|
||||
.Subscribe(_ => Flying()).AddTo(jumpCompositeDisposable);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// ジャンプ最高点到達後 isFall
|
||||
/// 滑空時はflyingFallSpeedで緩やかに落ちる。滑空後にボタン離すとfallSpeedで落ちる
|
||||
/// </summary>
|
||||
/// <param name="active"></param>
|
||||
public void SetJumpHold(bool active)
|
||||
private void Flying()
|
||||
{
|
||||
if (isHit)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
isButtonHold = active;
|
||||
// 滑空モード開始
|
||||
if (isFall && active && !isFlying)
|
||||
{
|
||||
isFlying = true;
|
||||
currentFallSpeed = 0f;
|
||||
this.SafeStopCoroutine(jumpFallCoroutine);
|
||||
jumpHoldDisposable?.Dispose();
|
||||
jumpHoldDisposable = this.UpdateAsObservable()
|
||||
.TakeWhile(_ => transform.localPosition.y > basePos.y)
|
||||
.Subscribe(_ =>
|
||||
currentFallSpeed = 0f;
|
||||
jumpCompositeDisposable.Clear();
|
||||
this.UpdateAsObservable()
|
||||
.TakeWhile(_ => transform.localPosition.y > basePos.y)
|
||||
.Subscribe(_ =>
|
||||
{
|
||||
// 滑空or落下切り替え
|
||||
if (isButtonHold)
|
||||
{
|
||||
// 滑空or落下切り替え
|
||||
if (isButtonHold)
|
||||
{
|
||||
animator.Play("Brother_pink_Gliding");
|
||||
currentFallSpeed = -flyingFallSpeed;
|
||||
}
|
||||
else
|
||||
{
|
||||
Stay();
|
||||
currentFallSpeed -= fallAcceleration * Time.deltaTime;
|
||||
}
|
||||
|
||||
transform.AddLocalPositionY(currentFallSpeed * Time.deltaTime);
|
||||
}, () =>
|
||||
animator.Play("Brother_pink_Gliding");
|
||||
currentFallSpeed = -flyingFallSpeed;
|
||||
}
|
||||
else
|
||||
{
|
||||
currentFallSpeed = 0f;
|
||||
isJump = false;
|
||||
isFall = false;
|
||||
isFlying = false;
|
||||
if (isResult)
|
||||
{
|
||||
Result();
|
||||
}
|
||||
}).AddTo(this);
|
||||
}
|
||||
Stay();
|
||||
currentFallSpeed -= fallAcceleration * Time.deltaTime;
|
||||
}
|
||||
|
||||
transform.AddLocalPositionY(currentFallSpeed * Time.deltaTime);
|
||||
}, () =>
|
||||
{
|
||||
currentFallSpeed = 0f;
|
||||
isFall = false;
|
||||
if (isResult)
|
||||
{
|
||||
Result();
|
||||
}
|
||||
}).AddTo(jumpCompositeDisposable);
|
||||
}
|
||||
|
||||
public void SetJumpHold(bool active) => isButtonHold = active;
|
||||
|
||||
// こける
|
||||
public void Hit(Vector3 hitPos)
|
||||
|
|
@ -194,26 +187,22 @@ namespace MyGame.Scenes.MiniGame.Scripts
|
|||
Instantiate(hitEffectPrefab, hitPos, Quaternion.identity, transform.parent);
|
||||
animator?.Play("Brother_pink_FallDown", 0, 0f);
|
||||
isHit = true;
|
||||
hitCompositeDisposable?.Clear();
|
||||
|
||||
// ヒット以外動作停止
|
||||
this.SafeStopCoroutine(jumpCoroutine);
|
||||
this.SafeStopCoroutine(jumpFallCoroutine);
|
||||
jumpHoldDisposable?.Dispose();
|
||||
|
||||
hitCompositeDisposable.Clear();
|
||||
jumpCompositeDisposable.Clear();
|
||||
var cachePosY = transform.localPosition.y;
|
||||
var diffHeight = cachePosY - basePos.y;
|
||||
var groundPos = isHole ? cachePosY : basePos.y;
|
||||
jumpCoroutine = this.CallLerp(diffHeight <= 0f ? 0f : hitJumpTime, t =>
|
||||
var hitJumpCoroutine = MonoBehaviourExtensions.DoCallLerp(diffHeight <= 0f ? 0f : hitJumpTime, t =>
|
||||
{
|
||||
transform.SetLocalPositionY(cachePosY + hitAnimationCurve.Evaluate(t));
|
||||
}, () =>
|
||||
});
|
||||
Observable.FromCoroutine(_ => hitJumpCoroutine).Subscribe(_ =>
|
||||
{
|
||||
// 落下時間不定によりアニメ再生停止
|
||||
animator.speed = 0f;
|
||||
currentFallSpeed = 0f;
|
||||
this.UpdateAsObservable()
|
||||
.TakeWhile(_ => transform.localPosition.y > groundPos)
|
||||
.TakeWhile(_ => transform.localPosition.y > basePos.y)
|
||||
.Subscribe(_ =>
|
||||
{
|
||||
currentFallSpeed -= fallAcceleration * Time.deltaTime;
|
||||
|
|
@ -227,14 +216,14 @@ namespace MyGame.Scenes.MiniGame.Scripts
|
|||
currentFallSpeed = 0f;
|
||||
isJump = false;
|
||||
isFall = false;
|
||||
isFlying = false;
|
||||
Observable.Timer(TimeSpan.FromSeconds(hitTime)).Subscribe(_ => { }, () =>
|
||||
{
|
||||
isHitStay.Value = true;
|
||||
isHitStay = true;
|
||||
Observable.Timer(TimeSpan.FromSeconds(hitWaitTime)).Subscribe(_ => { }, () =>
|
||||
{
|
||||
// 入れ子対策するならコルーチンにして工程ごとに分けてSelectManyするのがよい。
|
||||
isHit = false;
|
||||
isHitStay.Value = false;
|
||||
isHitStay = false;
|
||||
if (isResult)
|
||||
{
|
||||
Result();
|
||||
|
|
@ -246,31 +235,35 @@ namespace MyGame.Scenes.MiniGame.Scripts
|
|||
}).AddTo(hitCompositeDisposable);
|
||||
}).AddTo(hitCompositeDisposable);
|
||||
}).AddTo(hitCompositeDisposable);
|
||||
});
|
||||
}).AddTo(hitCompositeDisposable);
|
||||
}
|
||||
|
||||
public void Hole()
|
||||
{
|
||||
// 落下開始
|
||||
isHole = true;
|
||||
|
||||
// animator?.Play("Brother_pink_main_stay");
|
||||
isFall = true;
|
||||
isJump = false;
|
||||
isFall = false;
|
||||
isFlying = false;
|
||||
isHit = false;
|
||||
isHitStay.Value = false;
|
||||
hitCompositeDisposable?.Clear();
|
||||
jumpHoldDisposable?.Dispose();
|
||||
jumpHoldDisposable = this.UpdateAsObservable()
|
||||
// .TakeWhile(_ => transform.localPosition.y > basePos.y)
|
||||
isHitStay = false;
|
||||
|
||||
hitCompositeDisposable.Clear();
|
||||
jumpCompositeDisposable.Clear();
|
||||
this.UpdateAsObservable()
|
||||
.TakeWhile(_ => transform.localPosition.y > fallLimit)
|
||||
.Subscribe(_ =>
|
||||
{
|
||||
currentFallSpeed -= fallAcceleration * Time.deltaTime;
|
||||
transform.AddLocalPositionY(currentFallSpeed * Time.deltaTime);
|
||||
}, () =>
|
||||
{
|
||||
}).AddTo(this);
|
||||
isFall = false;
|
||||
currentFallSpeed = 0f;
|
||||
if (isResult)
|
||||
{
|
||||
Result();
|
||||
}
|
||||
}).AddTo(jumpCompositeDisposable);
|
||||
}
|
||||
|
||||
public void Wall()
|
||||
|
|
@ -280,13 +273,14 @@ namespace MyGame.Scenes.MiniGame.Scripts
|
|||
|
||||
public void Result()
|
||||
{
|
||||
if (isJump || isHit)
|
||||
if (isJump || isHit || isFall)
|
||||
{
|
||||
isResult = true;
|
||||
return;
|
||||
}
|
||||
isResult = false;
|
||||
animator?.Play("Brother_pink_glad");
|
||||
animator.speed = 1f;
|
||||
}
|
||||
|
||||
public void AddCount()
|
||||
|
|
|
|||
|
|
@ -6,54 +6,114 @@ namespace MyGame.Scenes.MiniGame.Scripts
|
|||
{
|
||||
public class StageManager : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private BackGround[] backGrounds;
|
||||
[SerializeField] private Transform stageTarget;
|
||||
[SerializeField] private float normalTime;
|
||||
[SerializeField] private float hardTime;
|
||||
[SerializeField] private float extraTime;
|
||||
[SerializeField] private float stageGenerateDistance;
|
||||
[SerializeField] private int generateStageCount;
|
||||
[SerializeField] private float beginStageOffset;
|
||||
[SerializeField] private float partsToPartsOffset;
|
||||
private Transform[] stagePrefabs;
|
||||
private Transform[] stages;
|
||||
private float stageEndXPos;
|
||||
private float cacheTargetXPos;
|
||||
public IObservable<float> OnFence => fenceSubject;
|
||||
private readonly Subject<float> fenceSubject = new();
|
||||
public IReadOnlyReactiveProperty<ScrollGameDifficulty> Difficulty => difficulty;
|
||||
private readonly ReactiveProperty<ScrollGameDifficulty> difficulty = new();
|
||||
private IDisposable timerDisposable;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
fenceSubject.AddTo(this);
|
||||
difficulty.AddTo(this);
|
||||
}
|
||||
|
||||
public void SetBeginStages(Transform[] newStages)
|
||||
{
|
||||
difficulty.SetValueAndForceNotify(ScrollGameDifficulty.Easy);
|
||||
stagePrefabs = newStages;
|
||||
stageTarget.DestroyAllChildrens();
|
||||
stages = new Transform[newStages.Length];
|
||||
var selectIndex = UnityEngine.Random.Range(0, stages.Length);
|
||||
for (var i = 0; i < newStages.Length; i++)
|
||||
stageEndXPos = stageTarget.position.x + beginStageOffset;
|
||||
cacheTargetXPos = stageEndXPos;
|
||||
GenerateStage();
|
||||
}
|
||||
|
||||
private void GenerateStage()
|
||||
{
|
||||
var selectIndex = UnityEngine.Random.Range(0, stagePrefabs.Length);
|
||||
for (var i = 0; i < generateStageCount; i++)
|
||||
{
|
||||
stages[i] = Instantiate(newStages[i], stageTarget.position, Quaternion.identity, stageTarget);
|
||||
stages[i].gameObject.SetActive(i == selectIndex);
|
||||
}
|
||||
stages[0].FindAllChildrensComponent<StageItem>(x =>
|
||||
{
|
||||
if (x.ItemType != StageItem.Type.Hole)
|
||||
var stage = Instantiate(stagePrefabs[selectIndex], stageTarget.position + Vector3.left * 100f, Quaternion.identity, stageTarget);
|
||||
var minPos = float.MaxValue;
|
||||
var maxPos = float.MinValue;
|
||||
var holePos = float.MinValue;
|
||||
stage.FindAllChildrensComponent<StageItem>(x =>
|
||||
{
|
||||
return;
|
||||
var xPos = x.transform.position.x;
|
||||
minPos = Mathf.Min(minPos, xPos);
|
||||
maxPos = Mathf.Max(maxPos, xPos);
|
||||
// 落とし穴があった場合通知
|
||||
if (x.ItemType != StageItem.Type.Hole)
|
||||
{
|
||||
return;
|
||||
}
|
||||
holePos = xPos;
|
||||
});
|
||||
var xPos = stage.position.x;
|
||||
var minDiff = minPos - xPos;
|
||||
var maxDiff = maxPos - xPos;
|
||||
stage.SetPositionX(stageEndXPos - minDiff);
|
||||
// endPos更新
|
||||
stageEndXPos = stage.position.x + maxDiff + partsToPartsOffset;
|
||||
// ステージの破棄
|
||||
Observable.Interval(TimeSpan.FromSeconds(.5f))
|
||||
.Where(_ => stageEndXPos < cacheTargetXPos)
|
||||
.Subscribe(_ =>
|
||||
{
|
||||
Destroy(stage.gameObject);
|
||||
}).AddTo(this);
|
||||
if (holePos > float.MinValue)
|
||||
{
|
||||
Observable.NextFrame().Subscribe(_ => fenceSubject.OnNext(stage.position.x + holePos - xPos)).AddTo(this);
|
||||
}
|
||||
|
||||
Observable.NextFrame().Subscribe(_ => fenceSubject.OnNext(x.transform.position.x)).AddTo(this);
|
||||
});
|
||||
}
|
||||
|
||||
public void SetSky(ScrollGameDifficulty difficulty)
|
||||
{
|
||||
foreach (var backGround in backGrounds)
|
||||
{
|
||||
backGround.SetSky(difficulty);
|
||||
}
|
||||
}
|
||||
|
||||
public void GenerateStage()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public void UpdatePos(float targetXPos)
|
||||
{
|
||||
|
||||
cacheTargetXPos = targetXPos;
|
||||
if (stageEndXPos - targetXPos <= stageGenerateDistance)
|
||||
{
|
||||
GenerateStage();
|
||||
}
|
||||
}
|
||||
|
||||
public void StartTimer()
|
||||
{
|
||||
StopTimer();
|
||||
timerDisposable = Observable.Timer(TimeSpan.Zero, TimeSpan.FromSeconds(1))
|
||||
.Subscribe(x =>
|
||||
{
|
||||
if (x >= extraTime)
|
||||
{
|
||||
difficulty.Value = ScrollGameDifficulty.Extra;
|
||||
}
|
||||
else if (x >= hardTime)
|
||||
{
|
||||
difficulty.Value = ScrollGameDifficulty.Hard;
|
||||
}
|
||||
else if (x >= normalTime)
|
||||
{
|
||||
difficulty.Value = ScrollGameDifficulty.Normal;
|
||||
}
|
||||
}).AddTo(this);
|
||||
}
|
||||
|
||||
public void StopTimer()
|
||||
{
|
||||
timerDisposable?.Dispose();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -172,6 +172,7 @@ public enum ScrollGameDifficulty
|
|||
Easy = 1,
|
||||
Normal = 2,
|
||||
Hard = 3,
|
||||
Extra = 4
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
|
|
|
|||
Loading…
Reference in New Issue