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୯ମγʔϯͰઃܭ͢Δ߹ Ұྫ wૉʹγʔϯΛ-PBE͢Δɻ̍γʔϯʹෳͷ1SFGBC͕͋Δ wήʔϜͷγεςϜͷΦϒδΣΫτ 1(͕Α͘৮Δ wഎܠɺϑΟʔϧυͳͲͷΦϒδΣΫτ σβΠφ͕Α͘৮Δ wγʔϯΛ͓ޓ͍ʹ৮Δͱਏ͍ͷͰɺखݩͰ࡞ͬͨͷΛ1SFGBCԽ
w1SFGBCΛγʔϯʹೖΕ࣮ͯྃʂ େݩͷγʔϯʹɺΈΜͳ͕࡞ͬͨ1SFGBC͕Ճ͞Ε͍ͯ͘Πϝʔδ -
εΫϦϓτͰͷγʔϯͷॏͶํ SceneManager.LoadScene(sceneName, LoadSceneMode.Additive); SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Additive); ඇಉظͰಡΈࠐΊΔɻ ಡΈࠐΈྃɺআྃͷίʔϧόοΫ͋Δ SceneManager.sceneLoaded += (scene,
mode) => {}; SceneManager.sceneUnLoaded += (scene) => {}; -
)VNBO$POUSPM6*γʔϯ w ϓϨΠϠʔ σΠϒ ͕͍Δ w Ծίϯτϩʔϥ͜͜ w ୯ମͰಈ͔ͤΔ w
3PPNͱ͜ͷγʔϯΛॏͶΔͱɺ෦ ୯ҐͰಈ࡞֬ೝͰ͖Δ w γʔϯՃ͚ͩͳͷͰσβΠφ୯ମ Ͱ࡞ۀ͍͢͠ -
.BJO(BNFγʔϯ w ࣮ࡍͷήʔϜϑϩʔΛཧ͢Δ w ήʔϜͷΠϕϯτਐߦཧ w ෦ͷಈతಡΈࠐΈɺΓସ͑ w #(.͜͜ w
.BJO(BNF͕࠷ॳʹಡΈࠐ·Εɺॳ ظԽॲཧͰ)VNBO$POUSPM6*ɺ3PPN ΛՃ͍ͯ͘͠ ը૾͕ͳ͍ͨΊՄѪ͍ೣΛ͓ૹΓ͍ͯ͠·͢ -
෦ใͷΓग़͠ 3PPN1SPQFSUZ w෦ͷใΛ4DSJQUBCMF0CKFDUʹ͢Δɻ w෦໊ɺ෦ͷछྨɺυΞͷɺΞΠςϜͳͲ wϑΝΠϧ໊γʔϯ໊ w3FTPVSDFT-PBE"MMͰ·ͱΊͯऔΕΔ w͋ͱϥϯμϜʹબྑ͍ var properties =
Resources.LoadAll<RoomProperty>("Rooms").ToList(); -
͋Δఔϧʔϧ͚ͨϥϯμϜ wશͳϥϯμϜσβΠϯ͕ݫ͍͠ w෦ʹଐੑΛ͚ͭΔ wඞਢͳ෦ɺඞਢͰͳ͍෦ w)VC &WFOUҎ֎̍ݸ͚ͩඞਢ w)VC̍ݸҎ্ w&WFOǓݸҎ্ public enum
RoomType { Start, // ։࢝ Locker, // ϩοΧʔϧʔϜ Timecard, // λΠϜΧʔυ෦ President, // ࣾࣨ Exit, // ඇৗޱ Goal, // ΰʔϧ Hub, // ଓ෦ (υΞ3ʙ4ͭ) Event // Πϕϯτ෦ } -
༻͢Δ෦ͷબ ؆ུԽͨ͠ͷ private List<RoomProperty> BuildRoomsProperties(int count) { // ෦ͷScriptableObjectΛશ෦औΔ var
properties = Resources.LoadAll<RoomProperty>("Rooms").ToList(); // ඞཁͳ෦ଐੑΛఆٛ RoomType[] requiredRoomType = { RoomType.Start, RoomType.Locker, RoomType.Timecard, RoomType.President, RoomType.Exit, RoomType.Goal }; // ༨ΓHubଐੑͰຒΊΔ List<RoomType> hubs = Enumerable.Repeat(RoomType.Hub, count - requiredRoomType.Length).ToList(); // Α͠ͳʹϥϯμϜʹऔΓग़ͯ͠ฦ͢ return hubs.AddRange(requiredRoomType.ToList()) .Select(t => GetRandomRoomProperty(properties, t)) .ToList(); } -
෦ͱυΞͷΫϥεఆٛ #"% public class RoomBehaviour : MonoBehaviour { // ෦ใ
public RoomProperty roomProperty; // ෦ʹ͋ΔυΞୡ public List<DoorBehaviour> doors; } public class DoorBehaviour : MonoBehaviour { // ܨ͕͍ͬͯΔυΞ public DoorBehaviour target; } -
σʔλΫϥεͱ#FIBWJPVSʹ͚Δ public class Room { private RoomProperty roomProperty; public List<Door>
doors; public List<Item> items; } public class Door { private Room parentRoom; public Door target; } -
σʔλΫϥεͱ#FIBWJPVSʹ͚Δ public class RoomBehaviour : MonoBehaviour { public Room roomData;
public List<DoorBehaviour> doors; public List<ItemBoxBehaviour> itemBoxes; } public class DoorBehaviour : MonoBehaviour { public Door doorData; } -
Γସ͑ॲཧ ؆ུԽ public void MoveRoom(Door door) { var target =
door.target; SceneManager.sceneLoaded += (scene, mode) => { var root = scene.GetRootGameObjects().First() .GetComponent<RoomBehaviour>(); root.SetupRoomData(target.room); SceneManager.UnloadScene(door.room.name); }; SceneManager.LoadSceneAsync(target.room.name, LoadSceneMode.Additive); } -
Γସ͑ॲཧ ؆ུԽ public void MoveRoom(Door door) { var target =
door.target; SceneManager.sceneLoaded += (scene, mode) => { var root = scene.GetRootGameObjects().First() .GetComponent<RoomBehaviour>(); root.SetupRoomData(target.room); SceneManager.UnloadScene(door.room.name); }; SceneManager.LoadSceneAsync(target.room.name, LoadSceneMode.Additive); } ৽͍͠෦ΛಡΈࠐΉ -
Γସ͑ॲཧ ؆ུԽ public void MoveRoom(Door door) { var target =
door.target; SceneManager.sceneLoaded += (scene, mode) => { var root = scene.GetRootGameObjects().First() .GetComponent<RoomBehaviour>(); root.SetupRoomData(target.room); SceneManager.UnloadScene(door.room.name); }; SceneManager.LoadSceneAsync(target.room.name, LoadSceneMode.Additive); } ෦ʹݱࡏͷใΛ༩͑Δ -
Γସ͑ॲཧ ؆ུԽ public void MoveRoom(Door door) { var target =
door.target; SceneManager.sceneLoaded += (scene, mode) => { var root = scene.GetRootGameObjects().First() .GetComponent<RoomBehaviour>(); root.SetupRoomData(target.room); SceneManager.UnloadScene(door.room.name); }; SceneManager.LoadSceneAsync(target.room.name, LoadSceneMode.Additive); } ݹ͍෦ͷআ -
6OJ3Yͩͱ৭ʑָ public void MoveRoom(Door door) { var target = door.target;
// ଓઌͷυΞ͕͋ΔγʔϯΛϩʔυ SceneManager.LoadSceneAsync(target.room.name, LoadSceneMode.Additive) .AsObservable() .Select(__ => SceneManager.GetSceneByName(target.room.name)) .DelayFrame(1) .Subscribe(scene => { // ηοτΞοϓӠʑ }); } -
࠷ޙʹ ͜Μͳ1SFGBCγʔϯʹͯ͠ྑ͍ͷͰͳ͍͔ʁͱ͍͏ײ w ෳͷผͷ(BNF0CKFDU͕ࠞͬͯ͟Δ w (6*Ͱͷฤू࡞ۀ͕ଟ͍ w ̍ՕॴͰ͔ͬͯ͠ͳ͍ w ୯ମͰػೳ͢Δ
֎෦ͷΦϒδΣΫτʹґଘ͠ͳ͍ σΠϒͷྫɿ w ෦κϯϏɾΞΠςϜɾصͳͲ͍ͬͺ͍͋Δ w ෦ͷஔͳͲසൟʹߋ৽͢Δ w ͭ࠶ར༻͢Δ͜ͱͳ͍ దʹΓ͚ͯͤʹ։ൃ͍ͨ͠