収益報告にエフェクト追加
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@ -1263,6 +1263,9 @@ MonoBehaviour:
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coinText: {fileID: 3565416525567727735}
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heartText: {fileID: 3565416527223446235}
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shopCustomizeCoinText: {fileID: 3565416527311284399}
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shopCustomizeObject: {fileID: 1127196281}
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coinIcon: {fileID: 3565416525613993359}
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heartIcon: {fileID: 3565416525515160863}
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--- !u!1 &3565416526696996279
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GameObject:
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m_ObjectHideFlags: 0
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@ -20,10 +20,13 @@ namespace MyGame.Scenes.Main.Scripts
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[SerializeField] private Text coinText;
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[SerializeField] private Text heartText;
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[SerializeField] private Text shopCustomizeCoinText;
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[SerializeField] private GameObject shopCustomizeObject;
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[SerializeField] private Transform coinIcon;
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[SerializeField] private Transform heartIcon;
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private void Start()
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{
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var onClose = LocalCacheManager.Load<Action>(CallbackTag, default);
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var onClose = LocalCacheManager.Load<Action<Vector3, Vector3>>(CallbackTag, default);
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LocalCacheManager.Remove(CallbackTag);
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var cityGameData = GameDataManager.GetCurrentCityGameData();
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@ -33,10 +36,11 @@ namespace MyGame.Scenes.Main.Scripts
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coinText.text = coin.ToString();
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heartText.text = heart.ToString();
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shopCustomizeCoinText.text = 0.ToString();
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shopCustomizeObject.SetActive(false);
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closeButton.OnClickAsObservable().Take(1).Subscribe(_ =>
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{
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onClose?.Invoke();
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onClose?.Invoke(coinIcon.position, heartIcon.position);
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transform.parent.SetLocalScale(0);
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backgroundAnimator.SetTrigger(CloseTrigger);
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this.CallWaitForSeconds(.25f, () =>
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@ -46,7 +50,7 @@ namespace MyGame.Scenes.Main.Scripts
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}).AddTo(this);
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}
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public static void ShowDialog(Action onClose = null)
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public static void ShowDialog(Action<Vector3, Vector3> onClose = null)
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{
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LocalCacheManager.Save(CallbackTag, onClose);
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TransitionManager.Instance.LoadSceneAdditive(SceneName);
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@ -76,13 +76,16 @@ public class KitchenManager : MonoBehaviour
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var partTimerElapsed = cityGameData.PartTimerElapsed;
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if (partTimerElapsed > 10)
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{
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EarningsReportDialog.ShowDialog(() =>
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EarningsReportDialog.ShowDialog((coinPos, heartPos) =>
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{
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var partTimerData = partTimersData.First(data => data.level == cityGameData.PartTimerLevel);
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var (coin, heart) = PartTimerManager.CalcEarnings(partTimerData, partTimerElapsed);
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HeartMeter.Instance.AddHeart(heart);
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cityGameData.Heart += heart;
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CoinManager.Instance.AddCoin(coin);
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cityGameData.WaitAddHeart += heart;
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HeartMeter.Instance.AddHeartForBulkOrder(heartPos, () =>
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{
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cityGameData.MoveHeart(heart);
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});
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CoinManager.Instance.AddCoinForBulkOrder(coin, coinPos);
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cityGameData.Coin = CoinManager.Instance.OwnCoin;
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cityGameData.PartTimerElapsed -= partTimerElapsed;
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GameDataManager.SaveGameData();
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