フライパンのコライダー切り替えを追加
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@ -0,0 +1,84 @@
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using System;
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using UniRx;
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using UnityEngine;
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namespace MyGame.Scenes.Cooking.Scripts
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{
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public enum PanChangerState
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{
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Init,
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WillFinish,
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Finish
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}
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public class PanColliderChanger : MonoBehaviour
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{
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[SerializeField] private Collider2D topCollider;
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[SerializeField] private Collider2D topWillFinishCollider;
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[SerializeField] private Collider2D topFinishCollider;
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[SerializeField, Range(0f, 1f)] private float willFinishValue = 1f;
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[SerializeField, Range(0f, 1f)] private float finishValue = 1f;
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private ReactiveProperty<PanChangerState> panChangerState = new ReactiveProperty<PanChangerState>();
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private void Start()
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{
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panChangerState.AddTo(this);
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panChangerState.Value = PanChangerState.Init;
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panChangerState.Subscribe(x =>
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{
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switch (x)
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{
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case PanChangerState.Init:
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Init();
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break;
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case PanChangerState.WillFinish:
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WillFinish();
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break;
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case PanChangerState.Finish:
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Finish();
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break;
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default:
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throw new ArgumentOutOfRangeException(nameof(x), x, null);
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}
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}).AddTo(this);
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}
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public void Reset()
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{
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panChangerState.Value = PanChangerState.Init;
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}
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public void ChangeState(float value)
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{
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if (value >= finishValue)
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{
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panChangerState.Value = PanChangerState.Finish;
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}
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else if (value >= willFinishValue)
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{
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panChangerState.Value = PanChangerState.WillFinish;
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}
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}
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private void Init()
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{
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topCollider.enabled = true;
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topWillFinishCollider.enabled = false;
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topFinishCollider.enabled = false;
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}
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private void WillFinish()
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{
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topCollider.enabled = false;
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topWillFinishCollider.enabled = true;
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topFinishCollider.enabled = false;
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}
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private void Finish()
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{
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topCollider.enabled = false;
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topWillFinishCollider.enabled = false;
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topFinishCollider.enabled = true;
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}
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}
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}
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@ -0,0 +1,3 @@
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timeCreated: 1650607663
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