//物理攻撃のダメージ処理
    public void DirectAttack()
    {
        var damage = 0;

        // 攻撃相手のStatus
        if (targetBaseStatus as AllyStatus != null)
        {
            var castedTargetStatus = (AllyStatus)targetCharacterBattleScript.GetCharacterStatus();
            // 攻撃相手の通常の防御力+相手のキャラの補助値
            var targetDefencePower = castedTargetStatus.GetStrikingStrength() + (castedTargetStatus.GetEquipArmor()?.GetAmount() ?? 0);
            damage = Mathf.Max(0, (baseStatus.GetPower() * auxiliaryPower) - targetDefencePower * targetCharacterBattleScript.GetAuxiliaryStrikingStrength());
            battleManager.ShowMessage(currentTarget.name + "は" + damage + "のダメージを受けた。");
            // 相手のステータスのHPをセット
            targetCharacterBattleScript.SetHp(targetCharacterBattleScript.GetHp() - damage);
            // ステータスUIを更新
            battleStatusScript.UpdateStatus(targetBaseStatus, BattleStatus.Status.HP, targetCharacterBattleScript.GetHp());
        }
        else if (targetBaseStatus as EnemyStatus != null)
        {
            var castedTargetStatus = (EnemyStatus)targetCharacterBattleScript.GetCharacterStatus();
            // 攻撃相手の通常の防御力+相手のキャラの補助値
            var targetDefencePower = castedTargetStatus.GetStrikingStrength() * targetCharacterBattleScript.GetAuxiliaryStrikingStrength();
            damage = Mathf.Max(0, (baseStatus.GetPower() + (((AllyStatus)baseStatus).GetEquipWeapon()?.GetAmount() ?? 0) * auxiliaryPower) - targetDefencePower);
            battleManager.ShowMessage(currentTarget.name + "は" + damage + "のダメージを受けた。");
            // 敵のステータスのHPをセット
            targetCharacterBattleScript.SetHp(targetCharacterBattleScript.GetHp() - damage);
        }
    }