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target: {fileID: 7170547486884922313, guid: 9909b8ac6fba54dcd98d1a129a7c8c09, type: 3} propertyPath: m_LocalPosition.x - value: 14.45 + value: 17.439999 objectReference: {fileID: 0} - target: {fileID: 7170547486884922313, guid: 9909b8ac6fba54dcd98d1a129a7c8c09, type: 3} @@ -257,7 +257,7 @@ PrefabInstance: - target: {fileID: 1691959517394185855, guid: ae1cc9a622fcf6d4fb54da4baa89eac8, type: 3} propertyPath: m_LocalPosition.x - value: 8.87 + value: 11.86 objectReference: {fileID: 0} - target: {fileID: 1691959517394185855, guid: ae1cc9a622fcf6d4fb54da4baa89eac8, 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} diff --git a/popcorn/Assets/MyGame/Scenes/MiniGame/Scripts/BGManager.cs b/popcorn/Assets/MyGame/Scenes/MiniGame/Scripts/BGManager.cs index f91f69f3..8013c3a5 100644 --- a/popcorn/Assets/MyGame/Scenes/MiniGame/Scripts/BGManager.cs +++ b/popcorn/Assets/MyGame/Scenes/MiniGame/Scripts/BGManager.cs @@ -62,5 +62,13 @@ namespace MyGame.Scenes.MiniGame.Scripts bg.GetComponent()?.SetFence(nextFenceXPos); } } + + public void SetSky(ScrollGameDifficulty difficulty) + { + foreach (var bg in bgArray) + { + bg.GetComponent()?.SetSky(difficulty); + } + } } } \ No newline at end of file diff --git a/popcorn/Assets/MyGame/Scenes/MiniGame/Scripts/BackGround.cs b/popcorn/Assets/MyGame/Scenes/MiniGame/Scripts/BackGround.cs index 738d77e1..05cfd567 100644 --- a/popcorn/Assets/MyGame/Scenes/MiniGame/Scripts/BackGround.cs +++ b/popcorn/Assets/MyGame/Scenes/MiniGame/Scripts/BackGround.cs @@ -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); } diff --git a/popcorn/Assets/MyGame/Scenes/MiniGame/Scripts/GameManager.cs b/popcorn/Assets/MyGame/Scenes/MiniGame/Scripts/GameManager.cs index e58b2676..9c1f2fee 100644 --- a/popcorn/Assets/MyGame/Scenes/MiniGame/Scripts/GameManager.cs +++ b/popcorn/Assets/MyGame/Scenes/MiniGame/Scripts/GameManager.cs @@ -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(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); diff --git a/popcorn/Assets/MyGame/Scenes/MiniGame/Scripts/Player.cs b/popcorn/Assets/MyGame/Scenes/MiniGame/Scripts/Player.cs index f98b85e5..36414781 100644 --- a/popcorn/Assets/MyGame/Scenes/MiniGame/Scripts/Player.cs +++ b/popcorn/Assets/MyGame/Scenes/MiniGame/Scripts/Player.cs @@ -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 count = new ReactiveProperty(); public IObservable 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(); 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); } /// /// 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 /// - /// - 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() diff --git a/popcorn/Assets/MyGame/Scenes/MiniGame/Scripts/StageManager.cs b/popcorn/Assets/MyGame/Scenes/MiniGame/Scripts/StageManager.cs index 62f8ae3d..6b604e50 100644 --- a/popcorn/Assets/MyGame/Scenes/MiniGame/Scripts/StageManager.cs +++ b/popcorn/Assets/MyGame/Scenes/MiniGame/Scripts/StageManager.cs @@ -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 OnFence => fenceSubject; private readonly Subject fenceSubject = new(); + public IReadOnlyReactiveProperty Difficulty => difficulty; + private readonly ReactiveProperty 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(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(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(); } } } \ No newline at end of file diff --git a/popcorn/Assets/MyGame/Scripts/SpreadsheetData.cs b/popcorn/Assets/MyGame/Scripts/SpreadsheetData.cs index aa0f8bdc..382e522b 100644 --- a/popcorn/Assets/MyGame/Scripts/SpreadsheetData.cs +++ b/popcorn/Assets/MyGame/Scripts/SpreadsheetData.cs @@ -172,6 +172,7 @@ public enum ScrollGameDifficulty Easy = 1, Normal = 2, Hard = 3, + Extra = 4 } [Serializable]