Merge branch 'feature/1.5.1' of bitbucket.org:usaya/popcorn into feature/1.5.1

This commit is contained in:
koya_15 2022-07-25 11:37:08 +09:00
commit e3281b90ea
12 changed files with 272 additions and 988 deletions

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@ -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);
}
}
}
}

View File

@ -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);
}

View File

@ -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);

View File

@ -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()

View File

@ -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();
}
}
}

View File

@ -172,6 +172,7 @@ public enum ScrollGameDifficulty
Easy = 1,
Normal = 2,
Hard = 3,
Extra = 4
}
[Serializable]