refactor GameManager.cs
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@ -188,12 +188,21 @@ namespace MyGame.Scenes.MiniGame.Scripts
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state.Value = GameState.Play;
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state.Value = GameState.Play;
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}).AddTo(this);
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}).AddTo(this);
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var playerTransform = player.transform;
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characterBeginPos = playerTransform.position;
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var cameraTransform = Camera.main.transform;
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var cameraOffset = cameraTransform.position - characterBeginPos.x * Vector3.right;
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state.Subscribe(x =>
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state.Subscribe(x =>
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{
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{
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readyObject.SetActive(x == GameState.Ready);
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readyObject.SetActive(x == GameState.Ready);
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switch (x)
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switch (x)
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{
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{
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case GameState.Ready:
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case GameState.Ready:
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var playerPosX = playerTransform.position.x;
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// カメラ移動
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cameraTransform.position = playerPosX * Vector3.right + cameraOffset;
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bgManager.UpdatePos(playerPosX);
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break;
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break;
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case GameState.Play:
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case GameState.Play:
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SoundManager.Instance.PlaySE("se_minigame_Start");
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SoundManager.Instance.PlaySE("se_minigame_Start");
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@ -213,17 +222,6 @@ namespace MyGame.Scenes.MiniGame.Scripts
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}
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}
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}).AddTo(this);
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}).AddTo(this);
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var playerTransform = player.transform;
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characterBeginPos = playerTransform.position;
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var cameraTransform = Camera.main.transform;
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var cameraOffset = cameraTransform.position - characterBeginPos.x * Vector3.right;
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state.Where(x => x is GameState.Ready).Subscribe(_ =>
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{
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var playerPosX = playerTransform.position.x;
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// カメラ移動
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cameraTransform.position = playerPosX * Vector3.right + cameraOffset;
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bgManager.ResetBg(playerPosX);
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}).AddTo(this);
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this.UpdateAsObservable()
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this.UpdateAsObservable()
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.Where(_ => state.Value == GameState.Play)
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.Where(_ => state.Value == GameState.Play)
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.Subscribe(_ =>
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.Subscribe(_ =>
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@ -357,13 +355,14 @@ namespace MyGame.Scenes.MiniGame.Scripts
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{
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{
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SoundManager.Instance.ChangeVolumeUniqueBGM(1f);
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SoundManager.Instance.ChangeVolumeUniqueBGM(1f);
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ResetTimer();
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ResetTimer();
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bgManager.ResetBg(characterBeginPos.x);
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// ステージ読み込み
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// ステージ読み込み
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stageManager.SetBeginStages();
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stageManager.SetBeginStages();
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player.transform.position = characterBeginPos;
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player.transform.position = characterBeginPos;
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player.ResetPlayer();
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player.ResetPlayer();
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scoreCount.Value = 0;
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scoreCount.Value = 0;
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resultManager.Reset();
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resultManager.Reset();
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state.Value = GameState.Ready;
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state.SetValueAndForceNotify(GameState.Ready);
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}
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}
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private static void UpdatePlayCount()
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private static void UpdatePlayCount()
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