// 各種設定・情報読み込みがすべて完了した際の処理 void OnSettingInfoLoadCompleted() { /******各種設定反映*************************************************************************************/ // GameController経由で取得・設定 // ・上昇速度倍率上限下限 // ・高度上限下限 // ・ハイスコア sInfo.SetMinMagnification(gameController.SpeedMinMagnification); sInfo.SetMaxMagnification(gameController.SpeedMaxMagnification); hInfo.SetStartHeight(gameController.HeightMin); hInfo.SetGoalHeight(gameController.HeightMax); score.SetHiScore(gameController.HiScore); /******各種監視*************************************************************************************/ // GameController監視(上昇速度倍率, 現在高度, コンボ数, ...) gameController.SpeedMagReactiveProperty.DistinctUntilChanged().Subscribe(x => sInfo.UpdateCurrentSpeed(x)); gameController.HeightReactiveProperty.DistinctUntilChanged().Subscribe(x => hInfo.UpdateCurrentHeight((int)x)); gameController.ComboReactiveProperty.DistinctUntilChanged().Subscribe(x => combo.UpdateCombo(x)); gameController.PlayTimeReactiveProperty.DistinctUntilChanged().Subscribe(x => time.UpdatePlayTime(x)); gameController.ScoreReactiveProperty.DistinctUntilChanged().Subscribe(x => score.UpdateScore(x)); gameController.MoneyReactiveProperty.DistinctUntilChanged().Subscribe(x => money.UpdateMoney(x)); // Player監視(ライフ・ボム数・魚やBlockの状態) player.LifeReactiveProperty.Subscribe(life => pLife.UpdateLife(life)); player.BombReactiveProperty.Subscribe(stock => bButtonView.UpdateBombStock(stock)); player.FishStateReactiveProperty.DistinctUntilChanged().Subscribe(state => OnThrowStatusChanged(state)); player.BlockStateReactiveProperty.DistinctUntilChanged().Subscribe(state => OnBlockStatusChanged(state)); // House監視(最大/現在ライフ) house.CurrentLifeReactiveProperty.Subscribe(life => hLife.UpdateCurrentLife(life)); house.MaxLifeReactiveProperty.Subscribe(life => hLife.UpdateMaxLife(life)); // LoadingView除去 loadingView.RemoveLoadingPanel(); return; }