Quick Start
Start with a tiny working version
Shop balance is not mainly about realistic numbers. It is about helping players understand what their next investment should be.
Build it in small code pieces
1. 値を用意する
Inspectorで変更できる値と表示先を置きます。
csharp
[SerializeField] private TextMeshProUGUI statusText;
[SerializeField] private float coinCount = 1f;
[SerializeField] private float itemPrice = 2f;
[SerializeField] private float upgradeCost = 3f;2. 状態を変える
ボタンを押した時に、1つだけ状態を進めます。
csharp
public void NextStep()
{
step = (step + 1) % 3;
var label = step == 0 ? "価格を見る" : step == 1 ? "所持金と比べる" : "購入後を更新";
if (statusText != null)
{
statusText.text = $"{label}\ncoinCount={coinCount:0.##}\nitemPrice={itemPrice:0.##}\nupgradeCost={upgradeCost:0.##}";
}3. 画面に表示する
変わった結果を画面に出して確認します。
csharp
if (statusText != null)
{
statusText.text = $"{label}\ncoinCount={coinCount:0.##}\nitemPrice={itemPrice:0.##}\nupgradeCost={upgradeCost:0.##}";
}
Debug.Log($"ショップ価格と強化コスト: {label}");Complete script
csharp
using UnityEngine;
using TMPro;
public class ShopPricingTutorial : MonoBehaviour
{
[SerializeField] private TextMeshProUGUI statusText;
[SerializeField] private float coinCount = 1f;
[SerializeField] private float itemPrice = 2f;
[SerializeField] private float upgradeCost = 3f;
private int step;
public void NextStep()
{
step = (step + 1) % 3;
var label = step == 0 ? "価格を見る" : step == 1 ? "所持金と比べる" : "購入後を更新";
if (statusText != null)
{
statusText.text = $"{label}\ncoinCount={coinCount:0.##}\nitemPrice={itemPrice:0.##}\nupgradeCost={upgradeCost:0.##}";
}
Debug.Log($"ショップ価格と強化コスト: {label}");
}
}Inspector
Connect the UI reference in the Inspector, then use the button to confirm each value changes.
Summary
What to take away
A beginner guide to price spacing, early purchase priorities, and upgrade costs that support clearer choices.
The page is designed to help you move from reading to a small practical decision. Use the checklist above before jumping into the next related article.
Read next
ARTBrowse English articlesReturn to the English article index and choose the next topic by engine, tag, or workflow.CMPCompare game enginesCheck Unity, Unreal Engine, Godot, and Roblox from a beginner-friendly English comparison view.HOMEEnglish learning homeGo back to the English top page for tutorials, glossary entries, news, and learning routes.
Related guides
SYSMerchant Stock and Restock Visibility UI Design GuideClarify sellouts, limited items, and restock timing so shop decisions feel informed instead of anxious.MAPThreat indicator and aggro readability design guideA practical guide to showing who enemies are targeting and where immediate danger is pointing without flooding the screen.
