├── .gitignore
├── .vsconfig
├── Assets
├── Scenes.meta
├── Scenes
│ ├── SlotProject.unity
│ └── SlotProject.unity.meta
├── TakiExample.meta
├── TakiExample
│ ├── Prefubs.meta
│ ├── Prefubs
│ │ ├── Reel1.prefab
│ │ └── Reel1.prefab.meta
│ ├── Scripts.meta
│ ├── Scripts
│ │ ├── GameState.cs
│ │ ├── GameState.cs.meta
│ │ ├── IReelStartable.cs
│ │ ├── IReelStartable.cs.meta
│ │ ├── IReelStopable.cs
│ │ ├── IReelStopable.cs.meta
│ │ ├── Reel.cs
│ │ ├── Reel.cs.meta
│ │ ├── ReelRoll.cs
│ │ ├── ReelRoll.cs.meta
│ │ ├── ReelStopButton.cs
│ │ ├── ReelStopButton.cs.meta
│ │ ├── ReelZugara.cs
│ │ ├── ReelZugara.cs.meta
│ │ ├── ReelsManager.cs
│ │ ├── ReelsManager.cs.meta
│ │ ├── SlotRoleDetaminer.cs
│ │ ├── SlotRoleDetaminer.cs.meta
│ │ ├── SlotRoleJudgement.cs
│ │ ├── SlotRoleJudgement.cs.meta
│ │ ├── SlotStartLever.cs
│ │ ├── SlotStartLever.cs.meta
│ │ ├── ThreeReal.cs
│ │ └── ThreeReal.cs.meta
│ ├── SlotExample.unity
│ ├── SlotExample.unity.meta
│ ├── TempToProttype.meta
│ └── TempToProttype
│ │ ├── SlotLineCollection.cs
│ │ └── SlotLineCollection.cs.meta
├── prefabs.meta
├── prefabs
│ ├── Machine.prefab
│ ├── Machine.prefab.meta
│ ├── Reel.prefab
│ ├── Reel.prefab.meta
│ ├── Resources.meta
│ ├── Resources
│ │ ├── sounds.meta
│ │ ├── sounds
│ │ │ ├── big.wav
│ │ │ ├── big.wav.meta
│ │ │ ├── button.wav
│ │ │ ├── button.wav.meta
│ │ │ ├── fullhd.wav
│ │ │ ├── fullhd.wav.meta
│ │ │ ├── lever.wav
│ │ │ └── lever.wav.meta
│ │ ├── sprites.meta
│ │ └── sprites
│ │ │ ├── bar.png
│ │ │ ├── bar.png.meta
│ │ │ ├── bell.png
│ │ │ ├── bell.png.meta
│ │ │ ├── cherry.png
│ │ │ ├── cherry.png.meta
│ │ │ ├── fullhd.png
│ │ │ ├── fullhd.png.meta
│ │ │ ├── replay.png
│ │ │ ├── replay.png.meta
│ │ │ ├── seven.png
│ │ │ ├── seven.png.meta
│ │ │ ├── trash.png
│ │ │ ├── trash.png.meta
│ │ │ ├── watermelon.png
│ │ │ └── watermelon.png.meta
│ ├── image 13.png
│ ├── image 13.png.meta
│ ├── image 9.png
│ ├── image 9.png.meta
│ ├── reel1.png
│ ├── reel1.png.meta
│ ├── reel3.png
│ ├── reel3.png.meta
│ ├── releDesign.prefab
│ └── releDesign.prefab.meta
├── scripts.meta
├── scripts
│ ├── SceneManager.cs
│ ├── SceneManager.cs.meta
│ ├── Serial.meta
│ ├── SerialHandler.cs
│ ├── SerialHandler.cs.meta
│ ├── enums.meta
│ ├── enums
│ │ ├── ButtonTypeEnum.cs
│ │ ├── ButtonTypeEnum.cs.meta
│ │ ├── DisplayedSymbolTypeEnum.cs
│ │ ├── DisplayedSymbolTypeEnum.cs.meta
│ │ ├── ReelTypeEnum.cs
│ │ ├── ReelTypeEnum.cs.meta
│ │ ├── SymbolTypeEnum.cs
│ │ └── SymbolTypeEnum.cs.meta
│ ├── factory.meta
│ ├── factory
│ │ ├── ReelFactory.cs
│ │ ├── ReelFactory.cs.meta
│ │ ├── SymbolFactory.cs
│ │ └── SymbolFactory.cs.meta
│ ├── model.meta
│ ├── model
│ │ ├── CoinFieldModel.cs
│ │ ├── CoinFieldModel.cs.meta
│ │ ├── ReelModel.cs
│ │ └── ReelModel.cs.meta
│ ├── service.meta
│ └── service
│ │ ├── CoinService.cs
│ │ ├── CoinService.cs.meta
│ │ ├── RCCrump.cs
│ │ ├── RCCrump.cs.meta
│ │ ├── ReelService.cs
│ │ ├── ReelService.cs.meta
│ │ ├── SoundEffectService.cs
│ │ └── SoundEffectService.cs.meta
├── sprits.meta
└── sprits
│ ├── New Folder.meta
│ ├── New Folder
│ ├── Blackboard.png
│ ├── Blackboard.png.meta
│ ├── Button1.png
│ ├── Button1.png.meta
│ ├── Component 1.png
│ ├── Component 1.png.meta
│ ├── Component 2 (1).png
│ ├── Component 2 (1).png.meta
│ ├── arm_Circle.png
│ └── arm_Circle.png.meta
│ ├── designs.meta
│ └── designs
│ ├── RCCrump.png
│ ├── RCCrump.png.meta
│ ├── RCCrump_light.png
│ ├── RCCrump_light.png.meta
│ ├── bar.png
│ ├── bar.png.meta
│ ├── bell.png
│ ├── bell.png.meta
│ ├── cherry.png
│ ├── cherry.png.meta
│ ├── fullhd.png
│ ├── fullhd.png.meta
│ ├── melon.png
│ ├── melon.png.meta
│ ├── replay.png
│ ├── replay.png.meta
│ ├── seven.png
│ ├── seven.png.meta
│ ├── trush.png
│ └── trush.png.meta
├── LICENSE
├── Packages
├── manifest.json
└── packages-lock.json
├── ProjectSettings
├── AudioManager.asset
├── ClusterInputManager.asset
├── DynamicsManager.asset
├── EditorBuildSettings.asset
├── EditorSettings.asset
├── GraphicsSettings.asset
├── InputManager.asset
├── NavMeshAreas.asset
├── NetworkManager.asset
├── PackageManagerSettings.asset
├── Physics2DSettings.asset
├── PresetManager.asset
├── ProjectSettings.asset
├── ProjectVersion.txt
├── QualitySettings.asset
├── SceneTemplateSettings.json
├── TagManager.asset
├── TimeManager.asset
├── TimelineSettings.asset
├── UnityConnectSettings.asset
├── VFXManager.asset
├── VersionControlSettings.asset
└── XRSettings.asset
├── README.md
└── omnisharp.json
/.gitignore:
--------------------------------------------------------------------------------
1 |
2 | # Created by https://www.toptal.com/developers/gitignore/api/unity
3 | # Edit at https://www.toptal.com/developers/gitignore?templates=unity
4 |
5 | ### Unity ###
6 | # This .gitignore file should be placed at the root of your Unity project directory
7 | #
8 | # Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore
9 | /[Ll]ibrary/
10 | /[Tt]emp/
11 | /[Oo]bj/
12 | /[Bb]uild/
13 | /[Bb]uilds/
14 | /[Ll]ogs/
15 | /[Uu]ser[Ss]ettings/
16 |
17 | # MemoryCaptures can get excessive in size.
18 | # They also could contain extremely sensitive data
19 | /[Mm]emoryCaptures/
20 |
21 | # Asset meta data should only be ignored when the corresponding asset is also ignored
22 | !/[Aa]ssets/**/*.meta
23 |
24 | # Uncomment this line if you wish to ignore the asset store tools plugin
25 | # /[Aa]ssets/AssetStoreTools*
26 |
27 | # Autogenerated Jetbrains Rider plugin
28 | /[Aa]ssets/Plugins/Editor/JetBrains*
29 |
30 | # Visual Studio cache directory
31 | .vs/
32 |
33 | # Gradle cache directory
34 | .gradle/
35 |
36 | # Autogenerated VS/MD/Consulo solution and project files
37 | ExportedObj/
38 | .consulo/
39 | *.csproj
40 | *.unityproj
41 | *.sln
42 | *.suo
43 | *.tmp
44 | *.user
45 | *.userprefs
46 | *.pidb
47 | *.booproj
48 | *.svd
49 | *.pdb
50 | *.mdb
51 | *.opendb
52 | *.VC.db
53 |
54 | # Unity3D generated meta files
55 | *.pidb.meta
56 | *.pdb.meta
57 | *.mdb.meta
58 |
59 | # Unity3D generated file on crash reports
60 | sysinfo.txt
61 |
62 | # Builds
63 | *.apk
64 | *.unitypackage
65 |
66 | # Crashlytics generated file
67 | crashlytics-build.properties
68 |
69 | # Autogenerated files
70 | InitTestScene*.unity.meta
71 | InitTestScene*.unity
72 |
73 |
74 | # End of https://www.toptal.com/developers/gitignore/api/unity
75 |
--------------------------------------------------------------------------------
/.vsconfig:
--------------------------------------------------------------------------------
1 | {
2 | "version": "1.0",
3 | "components": [
4 | "Microsoft.VisualStudio.Workload.ManagedGame"
5 | ]
6 | }
7 |
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3 | folderAsset: yes
4 | DefaultImporter:
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/Assets/TakiExample/Scripts/GameState.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using UnityEngine.UI;
5 |
6 | namespace SlotProject.TakiExample
7 | {
8 | ///
9 | /// スロットの状態を何でも管理しちゃう神クラス。
10 | /// 様々なクラスのインスタンスを実際に持ち、外部インスタンスからのメッセージと自身の状態に応じて、
11 | /// 様々な動作をする命令をする。
12 | /// なお、約束された神クラス。
13 | ///
14 | public class GameState : MonoBehaviour
15 | {
16 |
17 | int coin;//所持コインの数
18 |
19 | ///
20 | /// スロットの当たる確率の状態
21 | ///
22 | enum ProbabilityState
23 | {
24 | Normal,//通常状態
25 | Fluctuation,//いわゆる確率変動状態
26 | }
27 |
28 | ///
29 | /// スロットの動作状態
30 | ///
31 | enum SlotActivityState
32 | {
33 | WaitForStart,//現在動いておらず、レバーからのスタート入力待ち
34 | Roll,//いずれかのリールが回っている状態
35 | Performance,//お金を払うなどの演出中
36 | }
37 |
38 | SlotRoleDetaminer slotRoleDeteminer;
39 | SlotRoleJudgement slotRoleJudgement;
40 | [SerializeField]SlotStartLever startLever;
41 | [SerializeField] ReelsManager reelsManager;//全てのリールを管理する者
42 |
43 | [SerializeField] Text coinText;
44 |
45 |
46 | ProbabilityState probabilityState;//今の確率状況
47 | SlotActivityState activityState;//今何の状態か
48 |
49 |
50 | private void Awake()
51 | {
52 | startLever.SlotStartEvent = SlotStartLever;//レバーが引かれた際のイベントを指定
53 | reelsManager.AllReelStopEvent = CheckReelWhenAllReelStoped;//全てのリールが止まった際のイベントを指定
54 | }
55 |
56 |
57 |
58 | ///
59 | /// レバーを引いてすろっとがスタートするときの関数。
60 | ///
61 | void SlotStartLever()
62 | {
63 | if (activityState == SlotActivityState.WaitForStart)
64 | {
65 | Debug.Log("スロットが回り始めました");
66 | reelsManager.StartAllReel();//全てのリールを回す
67 | activityState = SlotActivityState.Roll;//回り始めた状態に変更する
68 | }
69 | else
70 | {
71 | Debug.Log("今の状態が" + activityState.ToString() +"のため、回せません。");
72 | }
73 | }
74 |
75 |
76 | ///
77 | /// 全てのリールが止まった時に、発火されるべき関数
78 | ///
79 | void CheckReelWhenAllReelStoped(int coin)
80 | {
81 | activityState = SlotActivityState.WaitForStart;//とりあえず止まったことにする。
82 | ShowCoinCount(coin);
83 | Debug.Log("全てのリールが止まり、もう一回レバーを引けます");
84 | }
85 |
86 |
87 | ///
88 | /// コインの枚数をテキストに出力する
89 | ///
90 | ///
91 | void ShowCoinCount(int coin)
92 | {
93 | coinText.text = "Coin" + coin;
94 | }
95 |
96 | }
97 | }
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/Assets/TakiExample/Scripts/IReelStartable.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 | using System.Threading.Tasks;
6 |
7 | namespace SlotProject.TakiExample
8 | {
9 | interface IReelStartable
10 | {
11 | public void StartReel(int target);
12 | public void SetStopEvent(Action action);
13 | }
14 | }
15 |
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/Assets/TakiExample/Scripts/IReelStopable.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 | using System.Threading.Tasks;
6 |
7 | namespace SlotProject.TakiExample
8 | {
9 | interface IReelStopable
10 | {
11 | public void StopReel();
12 | }
13 | }
14 |
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/Assets/TakiExample/Scripts/ReelRoll.cs:
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1 | using System;
2 | using System.Collections;
3 | using System.Collections.Generic;
4 | using UnityEngine;
5 |
6 | public class ReelRoll : MonoBehaviour
7 | {
8 |
9 | const float ROLL_ONE_FLAME = 0.1f;
10 |
11 | Transform TF;
12 | public bool isRolling;
13 | public bool isStopping;
14 | ReelZugara reelZugara;
15 |
16 | [SerializeField] int initialReelIndex;
17 | int reelIndexOffset;//何回分ずれたか
18 |
19 | [NonSerialized]public float topY;//スロットの天井となるy座標
20 | [NonSerialized] public float bottomY;//スロットの底となるy座標
21 | [NonSerialized] public int symbolCount;//いくつのシンボルをまとめて扱っているか
22 |
23 |
24 | [SerializeField] Sprite[] sprites;
25 |
26 | SpriteRenderer spriteRenderer;
27 |
28 | // Start is called before the first frame update
29 | void Start()
30 | {
31 | reelZugara = new ReelZugara();
32 | TF = GetComponent();//キャッシュ(GetCOnponentはクソ思い)
33 | spriteRenderer = GetComponent();
34 | }
35 |
36 |
37 | ///
38 | /// 画像の位置を変えます。
39 | ///
40 | /// 座標の繰り上がりが発生したかどうか
41 | public bool ScrollReel()
42 | {
43 | bool isIconReturn = false;
44 | //図柄のy座標を移動する
45 | float nextPositionY = TF.position.y - ROLL_ONE_FLAME;
46 | TF.position = new Vector3(TF.position.x, nextPositionY, TF.position.z);
47 |
48 | //思ったよりも下に行くようなら画像を変えて、一番上にもってく
49 | if (TF.position.y < bottomY)
50 | {
51 | reelIndexOffset = (reelIndexOffset + symbolCount) % reelZugara.reel.Length;
52 | int nextSymbolIndex = (reelIndexOffset + initialReelIndex) % reelZugara.reel.Length;
53 | spriteRenderer.sprite = sprites[reelZugara.reel[nextSymbolIndex]];
54 |
55 | TF.position = new Vector3(TF.position.x, topY, TF.position.z);
56 |
57 | isIconReturn = true;
58 | }
59 |
60 | return isIconReturn;
61 | }
62 |
63 | ///
64 | /// 図形をゲットする関数です
65 | ///
66 | public int GetZugara()
67 | {
68 | int symbolIndex = (reelIndexOffset + initialReelIndex) % reelZugara.reel.Length;
69 | return reelZugara.reel[symbolIndex];
70 | }
71 |
72 |
73 | public void StopMainRolling()
74 | {
75 | isStopping = true;
76 | isRolling = false;
77 | }
78 |
79 | public void StopAllIconRolling()
80 | {
81 | isStopping = false;
82 | isRolling = false;
83 | }
84 |
85 | }
86 |
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/Assets/TakiExample/Scripts/ReelZugara.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class ReelZugara
6 | {
7 | public int[] reel = { 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 5, 6, 6, 6, 6 };
8 | }
9 |
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/Assets/TakiExample/Scripts/SlotRoleJudgement.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | namespace SlotProject.TakiExample
6 | {
7 | ///
8 | /// 実際に値を見てどんな役がそろっているか確認する役目を持つ。
9 | /// ただ、具体的な役を返すとアレなので、何番目の数値が何でそろったかのみを返すと良さそう?
10 | ///
11 | public class SlotRoleJudgement
12 | {
13 |
14 | //手に入るこいん(デバッグ用)
15 | int[] coin = { 1, 10, 100, 1000, 10000, 100000, 1000000 };
16 |
17 |
18 | public int CheckSlotReel(int[][] reals)
19 | {
20 |
21 | int totalCoin =0;
22 |
23 | //連想配列的な発想で、めんどくさい処理をfor分に落とし込む。
24 | //実際はすべてのリールを管理するクラスを作って、あヴぇくんの言うようにforeachを用いると良さそうです。
25 | int[] reel1Index = {2};
26 | int[] reel2Index = {2};
27 | int[] reel3Index = {2};
28 |
29 | for(int i = 0; i < reel1Index.Length; i++)
30 | {
31 | if(reals[0][reel1Index[i]] == reals[1][reel2Index[i]] && reals[0][reel1Index[i]] == reals[2][reel3Index[i]])
32 | {
33 | totalCoin += coin[reals[0][reel1Index[i]]];
34 | }
35 | }
36 |
37 | return totalCoin ;
38 |
39 | }
40 |
41 | }
42 | }
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 | using System.Threading.Tasks;
6 |
7 | namespace SlotProject.TakiExample
8 | {
9 | public class ThreeReal
10 | {
11 |
12 |
13 |
14 | }
15 | }
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1 | using SlotProject;
2 |
3 | public class SlotLineCollection
4 | {
5 |
6 | public DisplayedSymbolTypeEnum[][] slotLineCollection;
7 |
8 | public SlotLineCollection()
9 | {
10 | slotLineCollection = new DisplayedSymbolTypeEnum[5][];
11 |
12 | slotLineCollection[0] =
13 | new DisplayedSymbolTypeEnum[]
14 | {
15 | DisplayedSymbolTypeEnum.TOP,
16 | DisplayedSymbolTypeEnum.TOP,
17 | DisplayedSymbolTypeEnum.TOP
18 | };
19 |
20 | slotLineCollection[1] =
21 | new DisplayedSymbolTypeEnum[]
22 | {
23 | DisplayedSymbolTypeEnum.CENTER,
24 | DisplayedSymbolTypeEnum.CENTER,
25 | DisplayedSymbolTypeEnum.CENTER
26 | };
27 |
28 |
29 | slotLineCollection[2] =
30 | new DisplayedSymbolTypeEnum[]
31 | {
32 | DisplayedSymbolTypeEnum.UNDER,
33 | DisplayedSymbolTypeEnum.UNDER,
34 | DisplayedSymbolTypeEnum.UNDER
35 | };
36 |
37 | slotLineCollection[3] =
38 | new DisplayedSymbolTypeEnum[]
39 | {
40 | DisplayedSymbolTypeEnum.TOP,
41 | DisplayedSymbolTypeEnum.CENTER,
42 | DisplayedSymbolTypeEnum.UNDER
43 | };
44 |
45 |
46 | slotLineCollection[4] =
47 | new DisplayedSymbolTypeEnum[]
48 | {
49 | DisplayedSymbolTypeEnum.UNDER,
50 | DisplayedSymbolTypeEnum.CENTER,
51 | DisplayedSymbolTypeEnum.TOP
52 | };
53 |
54 | }
55 |
56 | }
57 |
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/Assets/scripts/SceneManager.cs:
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1 | using System.Collections.Generic;
2 | using UnityEngine;
3 | using UnityEngine.UI;
4 | using System.Collections;
5 |
6 | namespace SlotProject
7 | {
8 |
9 | public class SceneManager : MonoBehaviour
10 | {
11 |
12 |
13 | [SerializeField] ReelService reelService;
14 |
15 | [SerializeField] CoinService coinService;
16 |
17 | [SerializeField] SoundEffectService soundEffectService;
18 |
19 | [SerializeField] ButtonTypeEnum buttonType;
20 |
21 | public SerialHandler serialHandler;
22 |
23 |
24 |
25 | public void Start()
26 | {
27 | // ボタンを押した時に実行するメソッドを設定
28 | this.GetComponent