監視するGameDataを追加
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@ -7,52 +7,58 @@ using UnityEngine;
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public class GameDataObserver : SingletonMonoBehaviour<GameDataObserver>
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{
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[SerializeField] private FloatReactiveProperty checkInterval = new FloatReactiveProperty(.1f);
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private IObservable<int> heartObserver;
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public IObservable<int> Heart => heartObserver;
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private readonly Subject<int> heartObserver = new Subject<int>();
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private readonly Subject<int> sceneCounter = new Subject<int>();
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private readonly Subject<int> shopLevelObserver = new Subject<int>();
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private readonly Subject<int> achievedMissionObserver = new Subject<int>();
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private readonly Subject<int> addCoinObserver = new Subject<int>();
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private readonly Subject<int> subCoinObserver = new Subject<int>();
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private readonly Subject<int> addCornObserver = new Subject<int>();
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private readonly Subject<int> addCustomerObserver = new Subject<int>();
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private readonly Subject<int> addSalesObserver = new Subject<int>();
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private readonly Subject<int> addRareSalesObserver = new Subject<int>();
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private readonly Subject<int> hasRecipeObserver = new Subject<int>();
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private readonly Subject<int> deliveredBulkOrderObserver = new Subject<int>();
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private readonly BoolReactiveProperty updateMissionAchieved = new BoolReactiveProperty();
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public IReadOnlyReactiveProperty<bool> UpdateMissionAchieved => updateMissionAchieved;
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private IObservable<int> sceneCounter;
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public IObservable<int> SceneCounter => sceneCounter;
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public IObservable<bool> ShopLevelUpdate;
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public IObservable<bool> ShopLevelUpdate { get; private set; }
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private void Start()
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{
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checkInterval.AddTo(this);
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updateMissionAchieved.AddTo(this);
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var levelList = SpreadsheetDataManager.Instance.GetBaseDataList<ShopLevelData>(Const.ShopLevelDataSheet);
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heartObserver = checkInterval
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.Select(x =>
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Observable.Interval(TimeSpan.FromSeconds(x))
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.Select(_ => GameDataManager.GameData.Heart)
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.DistinctUntilChanged())
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.Switch();
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var shopLevelObserver = checkInterval
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.Select(x =>
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Observable.Interval(TimeSpan.FromSeconds(x))
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.Select(_ => GameDataManager.GameData.ViewedShopLevel)
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.DistinctUntilChanged())
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.Switch();
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checkInterval.Select(x => Observable.Interval(TimeSpan.FromSeconds(x))).Switch().Subscribe(_ =>
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{
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var gameData = GameDataManager.GameData;
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heartObserver.OnNext(gameData.Heart);
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sceneCounter.OnNext(UnityEngine.SceneManagement.SceneManager.sceneCount);
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shopLevelObserver.OnNext(gameData.ViewedShopLevel);
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achievedMissionObserver.OnNext(gameData.AchievedMission.Count);
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// addCoinObserver.OnNext(gameData.TotalAddCoin);
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subCoinObserver.OnNext(gameData.TotalSubCoin);
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addCornObserver.OnNext(gameData.TotalAddCornSeed);
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addCustomerObserver.OnNext(gameData.TotalCustomerCount);
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addSalesObserver.OnNext(gameData.TotalSales);
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addRareSalesObserver.OnNext(gameData.RareTotalSales);
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hasRecipeObserver.OnNext(gameData.MyRecipes.Length);
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deliveredBulkOrderObserver.OnNext(gameData.BulkOrderDeliveredCount);
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}).AddTo(this);
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sceneCounter = checkInterval
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.Select(x =>
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Observable.Interval(TimeSpan.FromSeconds(x))
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.Select(_ => UnityEngine.SceneManagement.SceneManager.sceneCount)
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.DistinctUntilChanged()
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.Delay(TimeSpan.FromSeconds(.4f))
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// .Do(c => { Debug.Log($"sceneCount:{c}");})
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)
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.Switch();
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ShopLevelUpdate = Observable.CombineLatest(heartObserver, shopLevelObserver, sceneCounter,
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(heart, level, sceneCount) =>
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{
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if (level == 0 && GameDataManager.GameData.isFirstPlay)
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ShopLevelUpdate = Observable.CombineLatest(
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heartObserver.DistinctUntilChanged(),
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sceneCounter.DistinctUntilChanged().Delay(TimeSpan.FromSeconds(.4f)),
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(heart, sceneCount) =>
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{
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return false;
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}
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var currentLevel = levelList.LastOrDefault(data => data.heart <= heart)?.shopLevel ?? 1;
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return currentLevel > level && sceneCount == 1;
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})
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var viewedLevel = GameDataManager.GameData.ViewedShopLevel;
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if (viewedLevel == 0 && GameDataManager.GameData.isFirstPlay)
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{
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return false;
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}
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var currentLevel = levelList.LastOrDefault(data => data.heart <= heart)?.shopLevel ?? 1;
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return currentLevel > viewedLevel && sceneCount == 1;
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})
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.DistinctUntilChanged()
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.Publish(false)
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.RefCount();
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