Beispiel #1
0
    /// <summary>
    /// Init
    /// </summary>
    protected void Init(uint batteryId, uint barrelId, uint bulletId)
    {
        this.batteryData = Masters.BatteryDB.FindById(batteryId);
        this.barrelData = Masters.BarrelDB.FindById(barrelId);
        this.bulletData = Masters.BulletDB.FindById(bulletId);
        this.fvAttackData = Masters.FvAttackDB.FindById(this.batteryData.fvAttackId);

        this.turretBase.batteryKey = this.batteryData.key;
        this.turretBase.barrelKey = this.barrelData.key;
        this.turretBase.bulletKey = this.bulletData.key;

        this.loader.Add<GameObject>(SharkDefine.GetBatteryPrefabPath(this.turretBase.batteryKey));
        this.loader.Add<GameObject>(SharkDefine.GetBarrelPrefabPath(this.turretBase.barrelKey));
        this.loader.Add<BulletBase>(SharkDefine.GetBulletPrefabPath(this.turretBase.bulletKey));
        this.fvaAsset = this.loader.Add<FvAttackBase>(SharkDefine.GetFvAttackPrefabPath((FvAttackType)this.fvAttackData.type));
        this.fvaBulletAsset = this.loader.Add<BulletBase>(SharkDefine.GetFvAttackBulletPrefabPath(this.fvAttackData.key));
        this.loader.Add<Sprite>(SharkDefine.GetFvAttackTypeIconSpritePath((FvAttackType)this.fvAttackData.type));
        this.loader.Add<AudioClip>(SharkDefine.GetSeClipPath(this.barrelData.seName));
        this.loader.Add<AudioClip>(SharkDefine.GetSeClipPath(this.bulletData.seName));

        string fvAttackSeName = SeName.FvAttackSeName[(int)this.fvAttackData.type];
        if (!string.IsNullOrEmpty(fvAttackSeName))
        {
            this.loader.Add<AudioClip>(SharkDefine.GetSeClipPath(fvAttackSeName));
        }

        if (this.fvAttackData.type == (uint)FvAttackType.Penetration)
        {
            this.fvaPenetrationChargeEffectAsset = this.loader.Add<GameObject>(SharkDefine.GetFVAChargeEffectPrefabPath(this.fvAttackData.key));
        }
    }
Beispiel #2
0
    /// <summary>
    /// 必要リソースの読み込み
    /// </summary>
    private void Load(Action onCompleted)
    {
        var items = Masters.ShopGroupDB
                    .GetList()
                    .SelectMany(x1 => Masters.ShopDB.GetList().FindAll(x2 => x2.shopGroupId == x1.id))
                    .SelectMany(x1 => Masters.ShopItemDB.GetList().FindAll(x2 => x2.shopItemId == x1.shopItemId))
                    .Select(x => CommonIconUtility.GetItemInfo(x.itemType, x.itemId))
                    .Concat(Masters.BillingGroupDB
                            .GetList()
                            .SelectMany(x1 => Masters.BillingDB.GetList().FindAll(x2 => x2.billingGroupId == x1.id))
                            .SelectMany(x1 => Masters.BillingItemDB.GetList().FindAll(x2 => x2.billingItemId == x1.billingItemId))
                            .Select(x => CommonIconUtility.GetItemInfo(x.itemType, x.itemId)))
                    .Where(x => !x.IsCommonSprite())
                    .ToArray();

        foreach (var item in items)
        {
            if (item is Master.CannonSetData)
            {
                var cannonSet   = item as Master.CannonSetData;
                var batteryData = Masters.BatteryDB.FindById(cannonSet.batteryId);
                var barrelData  = Masters.BarrelDB.FindById(cannonSet.barrelId);
                var bulletData  = Masters.BulletDB.FindById(cannonSet.bulletId);
                var fvaData     = Masters.FvAttackDB.FindById(batteryData.fvAttackId);

                //砲台サムネロード
                this.assetLoader.Add <Sprite>(SharkDefine.GetTurretSetSpritePath(batteryData.key));

                //砲台パーツスプライトロード
                this.assetLoader.Add <Sprite>(SharkDefine.GetBatterySpritePath(batteryData.key));
                this.assetLoader.Add <Sprite>(SharkDefine.GetBarrelSpritePath(barrelData.key));
                this.assetLoader.Add <Sprite>(SharkDefine.GetBulletThumbnailPath(bulletData.key));

                //砲台パーツプレハブロード
                this.assetLoader.Add <GameObject>(SharkDefine.GetBatteryPrefabPath(batteryData.key));
                this.assetLoader.Add <GameObject>(SharkDefine.GetBarrelPrefabPath(barrelData.key));
                this.assetLoader.Add <BulletBase>(SharkDefine.GetBulletPrefabPath(bulletData.key));

                //FVAアイコンスプライトロード
                this.assetLoader.Add <Sprite>(SharkDefine.GetFvAttackTypeIconSpritePath((FvAttackType)fvaData.type));

                //シリーズスキルスプライトロード
                if (batteryData.seriesId == barrelData.seriesId && batteryData.seriesId == bulletData.seriesId)
                {
                    var serieseData      = Masters.TurretSerieseDB.FindById(batteryData.seriesId);
                    var serieseSkillData = Masters.SerieseSkillDB.FindById(serieseData.seriesSkillId);
                    this.assetLoader.Add <Sprite>(SharkDefine.GetSeriesSkillIconSpritePath(serieseSkillData.key));
                }
            }
            else
            {
                var spritePath = item.GetSpritePath();
                this.assetLoader.Add <Sprite>(spritePath);
            }
        }

        //読み込み開始
        this.assetLoader.Load(onCompleted);
    }
Beispiel #3
0
    /// <summary>
    /// FVA情報の設定
    /// </summary>
    public void SetFVAInfo(uint fvaId)
    {
        var fvaData = Masters.FvAttackDB.FindById(fvaId);

        this.iconImage.sprite     = AssetManager.FindHandle <Sprite>(SharkDefine.GetFvAttackTypeIconSpritePath((FvAttackType)fvaData.type)).asset as Sprite;
        this.nameText.text        = fvaData.name;
        this.descriptionText.text = fvaData.description;
    }
Beispiel #4
0
        /// <summary>
        /// アイコン差し替え
        /// </summary>
        public void RefleshIconSprite()
        {
            var batteryData      = Masters.BatteryDB.FindById(userData.turretData.batteryMasterId);
            var fvAttackData     = Masters.FvAttackDB.FindById(batteryData.fvAttackId);
            var iconSpritePath   = SharkDefine.GetFvAttackTypeIconSpritePath((FvAttackType)fvAttackData.type);
            var iconSpriteHandle = AssetManager.FindHandle <Sprite>(iconSpritePath);

            this.typeIconImage.sprite = iconSpriteHandle.asset as Sprite;
        }
    /// <summary>
    /// ロード
    /// </summary>
    private void Load()
    {
        uint[] batteryIds     = UserData.Get().batteryData.Select(x => x.itemId).Distinct().ToArray();
        uint[] barrelIds      = UserData.Get().barrelData.Select(x => x.itemId).Distinct().ToArray();
        uint[] bulletIds      = UserData.Get().bulletData.Select(x => x.itemId).Distinct().ToArray();
        uint[] accessoryIds   = UserData.Get().accessoriesData.Select(x => x.itemId).Distinct().ToArray();
        uint[] fvAttackTypes  = null;
        uint[] seriesSkillIds = null;
        uint[] gearIds        = UserData.Get().gearData.Select(x => x.gearId).Distinct().ToArray();
        var    fvAttackIds    = new List <uint>();
        var    seriesIds      = new List <uint>();

        foreach (uint id in batteryIds)
        {
            //台座スプライトのロード
            var data = Masters.BatteryDB.FindById(id);
            this.assetLoader.Add <Sprite>(SharkDefine.GetBatterySpritePath(data.key));
            this.assetLoader.Add <GameObject>(SharkDefine.GetBatteryPrefabPath(data.key));

            //FVアタックIDを詰める
            fvAttackIds.Add(data.fvAttackId);

            //シリーズIDを詰める
            seriesIds.Add(data.seriesId);
        }

        foreach (uint id in barrelIds)
        {
            //砲身スプライトのロード
            var data = Masters.BarrelDB.FindById(id);
            this.assetLoader.Add <Sprite>(SharkDefine.GetBarrelSpritePath(data.key));
            this.assetLoader.Add <GameObject>(SharkDefine.GetBarrelPrefabPath(data.key));

            //シリーズIDを詰める
            seriesIds.Add(data.seriesId);
        }

        foreach (uint id in bulletIds)
        {
            //砲弾プレハブ、砲弾サムネイルのロード
            var data = Masters.BulletDB.FindById(id);
            this.assetLoader.Add <Sprite>(SharkDefine.GetBulletThumbnailPath(data.key));
            this.assetLoader.Add <BulletBase>(SharkDefine.GetBulletPrefabPath(data.key));

            //シリーズIDを詰める
            seriesIds.Add(data.seriesId);
        }

        foreach (uint id in accessoryIds)
        {
            //アクセサリサムネイルのロード
            var data = Masters.AccessoriesDB.FindById(id);
            this.assetLoader.Add <Sprite>(SharkDefine.GetAccessoryThumbnailPath(data.key));
        }

        //FVアタックIDからFVアタックタイプに
        fvAttackTypes = fvAttackIds
                        .Distinct()
                        .Select(id => Masters.FvAttackDB.FindById(id).type)
                        .Distinct()
                        .ToArray();

        foreach (uint type in fvAttackTypes)
        {
            //FVアタックタイプアイコンのロード
            this.assetLoader.Add <Sprite>(SharkDefine.GetFvAttackTypeIconSpritePath((FvAttackType)type));
        }

        //砲台シリーズIDからシリーズスキルIDに
        seriesSkillIds = seriesIds
                         .Distinct()
                         .Select(id => Masters.TurretSerieseDB.FindById(id).seriesSkillId)
                         .Distinct()
                         .ToArray();

        foreach (uint id in seriesSkillIds)
        {
            //シリーズスキルアイコンのロード
            var data = Masters.SerieseSkillDB.FindById(id);
            this.assetLoader.Add <Sprite>(SharkDefine.GetSeriesSkillIconSpritePath(data.key));
        }

        //ロード開始
        this.assetLoader.Load(this.OnLoaded);
    }
Beispiel #6
0
    /// <summary>
    /// パーツ情報セット
    /// </summary>
    public void SetPartsData(UserPartsData data,  bool isEquipped, Action onReflesh, Action onRefleshDecomposition)
    {
        this.partsData = data;
        this.onReflesh = onReflesh;
        this.onRefleshDecomposition = onRefleshDecomposition;
        this.isEquipped             = isEquipped;

        // パーツアイコンセット
        partsCommonIcon.Set(
            data: data,
            isEquipped: isEquipped,
            isLock: data.lockFlg,
            onClick: null
            );

        // パーツが台座の場合
        if (this.partsData.itemType == (uint)ItemType.Battery)
        {
            partsInfo = new BatteryPartsInfo(data);

            // 台座FVアタックスプライトセット
            this.partsViewFvAttackIconImage.sprite = AssetManager.FindHandle <Sprite>(SharkDefine.GetFvAttackTypeIconSpritePath((FvAttackType)partsInfo.fvType)).asset as Sprite;
            // 台座FVアタック情報セット
            this.partsViewFvAttackNameText.text        = partsInfo.fvName;
            this.partsViewFvAttackDescriptionText.text = partsInfo.fvDescription;
        }
        // パーツが砲身の場合
        else if (this.partsData.itemType == (uint)ItemType.Barrel)
        {
            partsInfo = new BarrelPartsInfo(data);
            this.fvAttackArea.SetActive(false);
        }
        // パーツが砲弾の場合
        else if (this.partsData.itemType == (uint)ItemType.Bullet)
        {
            partsInfo = new BulletPartsInfo(data);
            this.fvAttackArea.SetActive(false);
        }
        // パーツが装飾の場合
        else if (this.partsData.itemType == (uint)ItemType.Accessory)
        {
            partsInfo = new DecorationPartsInfo(data);
        }

        // 同一のパーツ数テキスト
        this.overlapCountText.text = partsInfo.partsCount;

        // パーツ情報セット
        this.partsNameText.text        = partsInfo.name;
        this.partsDescriptionText.text = partsInfo.description;

        // ゲージ
        var config    = Masters.ConfigDB.FindById(1);
        var gearDatas = this.partsData.gearMasterIds.Select(gearId => Masters.GearDB.FindById(gearId)).ToArray();
        // ギアスロットの全てのギアを能力値別に、合算
        var gearPower   = gearDatas.Select(x => (long)x.power).Sum();
        var gearSpeed   = gearDatas.Select(x => (long)x.speed).Sum();
        var gearFvPoint = gearDatas.Select(x => (long)x.fvPoint).Sum();
        // パーツはギア能力値を合算
        uint power   = partsInfo.power + (uint)gearPower;
        uint speed   = partsInfo.speed + (uint)gearSpeed;
        uint fvPoint = partsInfo.fvPoint + (uint)gearFvPoint;

        Debug.LogFormat("power : {0}, bulletSpeed : {1}, fvPointGetValue{2} : {2}", power, speed, fvPoint);

        // ゲージ初期化
        float gaugePower   = 0f;
        float gaugeSpeed   = 0f;
        float gaugeFvPoint = 0f;

        if (this.partsData.itemType == (uint)ItemType.Accessory)
        {
            this.fvAttackArea.SetActive(false);
            this.gaugeArea.SetActive(false);
            this.gearsArea.SetActive(false);
        }
        else
        {
            // パーツが砲弾の場合
            if (this.partsData.itemType == (uint)ItemType.Bullet)
            {
                if (power < config.maxBulletPower / 5)
                {
                    gaugePower = 0.2f;
                }
                else
                {
                    gaugePower = (float)power / config.maxBulletPower;
                }

                gaugeSpeed   = (float)speed / config.maxBarrelSpeed;
                gaugeFvPoint = (float)fvPoint / config.maxBatteryFvPoint;
            }
            // パーツが砲身の場合
            else if (this.partsData.itemType == (uint)ItemType.Barrel)
            {
                if (speed < config.maxBarrelSpeed / 5)
                {
                    gaugeSpeed = 0.2f;
                }
                else
                {
                    gaugeSpeed = (float)speed / config.maxBarrelSpeed;
                }

                gaugePower   = (float)power / config.maxBulletPower;
                gaugeFvPoint = (float)fvPoint / config.maxBatteryFvPoint;
            }
            // パーツが台座の場合
            else if (this.partsData.itemType == (uint)ItemType.Battery)
            {
                if (speed < config.maxBatteryFvPoint / 5)
                {
                    gaugeFvPoint = 0.2f;
                }
                else
                {
                    gaugeFvPoint = (float)fvPoint / config.maxBatteryFvPoint;
                }

                gaugePower = (float)power / config.maxBulletPower;
                gaugeSpeed = (float)speed / config.maxBarrelSpeed;
            }

            // ゲージセット
            this.powerGauge.SetGaugeValue(Mathf.Clamp01(gaugePower));
            this.bulletSpeedGauge.SetGaugeValue(Mathf.Clamp01(gaugeSpeed));
            this.fvPointGetCalueGauge.SetGaugeValue(Mathf.Clamp01(gaugeFvPoint));

            // ギアスロットセット
            this.GearSlotReflesh(data);
        }

        // ロックチェック
        if (data.lockFlg == 1)
        {
            this.lockOn.gameObject.SetActive(true);
            this.lockOff.gameObject.SetActive(false);
        }
        else
        {
            this.lockOn.gameObject.SetActive(false);
            this.lockOff.gameObject.SetActive(true);
        }

        // 分解詩修得アイテムマスターID取得(ギアがない場合)
        if (gearDatas.Length == 0)
        {
            this.getItem = Masters.ItemSellDB.GetList().FindAll(x => x.itemSellId == partsInfo.itemSellId).ToArray();

            // 分解詩修得アイテムスクロールビュー
            this.decompositionScrollView.Initialize(
                this.decompositionItemPrefab.gameObject,
                this.getItem.Length,
                this.OnUpdateDecompositionScrollViewItem
                );
        }
        // 分解詩修得アイテムマスターID取得(ギアがある場合)
        else
        {
            // パーツの分解時アイテム取得
            this.getItem = Masters.ItemSellDB.GetList().FindAll(x => x.itemSellId == partsInfo.itemSellId).ToArray();
            // パーツの分解時取得アイテムをリストの変更
            List <Master.ItemSellData> sellDatas = getItem.ToList();

            for (int i = 0; i < gearDatas.Length; i++)
            {
                // ギアの分解時アイテム取得
                Master.ItemSellData[] getGearItem = Masters.ItemSellDB.GetList().FindAll(x => x.itemSellId == gearDatas[i].itemSellId).ToArray();

                // getItemに追加
                for (int y = 0; y < getGearItem.Length; y++)
                {
                    sellDatas.Add(getGearItem[y]);
                }
            }

            // リスト配列に変更
            this.getItem = sellDatas.ToArray();

            // アイコンセット
            this.decompositionScrollView.Initialize(
                this.decompositionItemPrefab.gameObject,
                getItem.Length,
                this.OnUpdateDecompositionScrollViewItem
                );
        }

        // ボタングレーアウトON/OFF
        if (this.partsData.lockFlg == 1 || this.partsData.useFlg || this.isGearLockCount > 0 || partsInfo.itemSellId == 0)
        {
            this.SetGrayout(true);
            this.decompositionButton.interactable = false;
        }
        else
        {
            this.SetGrayout(false);
            this.decompositionButton.interactable = true;
        }

        // 初期砲台の場合、分解不可能の案内メッセージ、テキストセット
        if (partsInfo.itemSellId == 0)
        {
            this.defaultCanonText.text = Masters.LocalizeTextDB.Get("CannotDisassembledDefaultCanon");
        }
        else
        {
            this.defaultCanonText.text = null;
        }
    }
Beispiel #7
0
    /// <summary>
    /// 表示更新
    /// </summary>
    public void Reflesh(UserTurretData data)
    {
        //ゲージ最大値設定
        var config                 = Masters.ConfigDB.FindById(1);
        var MAX_POWER              = config.maxBulletPower;
        var MAX_BULLET_SPEED       = config.maxBarrelSpeed;
        var MAX_FV_POINT_GET_VALUE = config.maxBatteryFvPoint;

        // マスターデータ
        var batteryData   = Masters.BatteryDB.FindById(data.batteryMasterId);
        var barrelData    = Masters.BarrelDB.FindById(data.barrelMasterId);
        var bulletData    = Masters.BulletDB.FindById(data.bulletMasterId);
        var accessoryData = Masters.AccessoriesDB.FindById(data.accessoryMasterId);
        var fvAttackData  = Masters.FvAttackDB.FindById(batteryData.fvAttackId);

        // 現在のパーツ
        var batteryPartsData = UserData.Get().batteryData.First(x => x.serverId == data.batteryServerId);
        var barrelPartsData  = UserData.Get().barrelData.First(x => x.serverId == data.barrelServerId);
        var bulletPartsData  = UserData.Get().bulletData.First(x => x.serverId == data.bulletServerId);

        // 装着中のギアを配列に合併
        var gearDatas = batteryPartsData.gearMasterIds
                        .Concat(barrelPartsData.gearMasterIds)
                        .Concat(bulletPartsData.gearMasterIds)
                        .Select(gearId => Masters.GearDB.FindById(gearId))
                        .ToArray();

        // 能力値別に合算
        var gearPower   = gearDatas.Select(x => (long)x.power).Sum();
        var gearSpeed   = gearDatas.Select(x => (long)x.speed).Sum();
        var gearFvPoint = gearDatas.Select(x => (long)x.fvPoint).Sum();

        // パーツ能力値デとギア能力値を合併
        uint power           = bulletData.power + (uint)gearPower;
        uint bulletSpeed     = barrelData.speed + (uint)gearSpeed;
        uint fvPointGetValue = batteryData.fvPoint + (uint)gearFvPoint;

        Debug.LogFormat("power : {0}, bulletSpeed : {1}, fvPointGetValue{2} : {2}", power, bulletSpeed, fvPointGetValue);

        var fvAttackIconSprite = AssetManager.FindHandle <Sprite>(SharkDefine.GetFvAttackTypeIconSpritePath((FvAttackType)fvAttackData.type)).asset as Sprite;
        var batterySprite      = AssetManager.FindHandle <Sprite>(SharkDefine.GetBatterySpritePath(batteryData.key)).asset as Sprite;
        var barrelSprite       = AssetManager.FindHandle <Sprite>(SharkDefine.GetBarrelSpritePath(barrelData.key)).asset as Sprite;
        var bulletSprite       = AssetManager.FindHandle <Sprite>(SharkDefine.GetBulletThumbnailPath(bulletData.key)).asset as Sprite;
        var accessorySprite    = AssetManager.FindHandle <Sprite>(SharkDefine.GetAccessoryThumbnailPath(accessoryData.key)).asset as Sprite;

        //攻撃力ゲージ設定
        //float p = (float)(power - CustomTurretScene.minBulletPower) / (MAX_POWER - CustomTurretScene.minBulletPower) + 0.2f;
        float p;

        if (power < MAX_POWER / 5)
        {
            p = 0.2f;
        }
        else
        {
            p = (float)power / MAX_POWER;
        }
        this.powerGauge.SetGaugeValue(Mathf.Clamp01(p));
        this.partsPowerGauge.SetGaugeValue(Mathf.Clamp01(p));

        //発射速度ゲージ設定
        //p = (float)(bulletSpeed - CustomTurretScene.minBarrelSpeed) / (MAX_BULLET_SPEED - CustomTurretScene.minBarrelSpeed) + 0.2f;
        if (bulletSpeed < MAX_BULLET_SPEED / 5)
        {
            p = 0.2f;
        }
        else
        {
            p = (float)bulletSpeed / MAX_BULLET_SPEED;
        }
        this.bulletSpeedGauge.SetGaugeValue(Mathf.Clamp01(p));
        this.partsBulletSpeedGauge.SetGaugeValue(Mathf.Clamp01(p));

        //FVポイント獲得値ゲージ設定
        //p = (float)(fvPointGetValue - CustomTurretScene.minBatteryFvPoint) / (MAX_FV_POINT_GET_VALUE - CustomTurretScene.minBatteryFvPoint) + 0.2f;
        if (fvPointGetValue < MAX_FV_POINT_GET_VALUE / 5)
        {
            p = 0.2f;
        }
        else
        {
            p = (float)fvPointGetValue / MAX_FV_POINT_GET_VALUE;
        }
        this.fvPointGetValueGauge.SetGaugeValue(Mathf.Clamp01(p));
        this.partsfvPointGetCalueGauge.SetGaugeValue(Mathf.Clamp01(p));

        //パーツページのFVアタック名、アイコン画像、説明文設定
        this.partsViewFvAttackNameText.text        = fvAttackData.name;
        this.partsViewFvAttackIconImage.sprite     = AssetManager.FindHandle <Sprite>(SharkDefine.GetFvAttackTypeIconSpritePath((FvAttackType)fvAttackData.type)).asset as Sprite;
        this.partsViewFvAttackDescriptionText.text = fvAttackData.description;

        //砲台ページのFVアタック名、アイコン画像、説明文設定
        this.turretViewFvAttackNameText.text        = fvAttackData.name;
        this.turretViewFvAttackIconImage.sprite     = AssetManager.FindHandle <Sprite>(SharkDefine.GetFvAttackTypeIconSpritePath((FvAttackType)fvAttackData.type)).asset as Sprite;
        this.turretViewFvAttackDescriptionText.text = fvAttackData.description;

        //セットスキル発動
        if (batteryData.seriesId == barrelData.seriesId && batteryData.seriesId == bulletData.seriesId)
        {
            var seriesData      = Masters.TurretSerieseDB.FindById(batteryData.seriesId);
            var seriesSkillData = Masters.SerieseSkillDB.FindById(seriesData.seriesSkillId);

            //パーツページのセットスキル名、説明文、アイコン画像設定
            this.partsViewSetSkillIconImage.enabled    = true;
            this.partsViewSetSkillIconImage.sprite     = AssetManager.FindHandle <Sprite>(SharkDefine.GetSeriesSkillIconSpritePath(seriesSkillData.key)).asset as Sprite;
            this.partsViewSetSkillNameText.text        = seriesSkillData.name;
            this.partsViewSetSkillDescriptionText.text = seriesSkillData.description;

            //砲台ページのセットスキル名、説明文、アイコン画像設定
            this.turretViewSetSkillIconImage.enabled    = true;
            this.turretViewSetSkillIconImage.sprite     = AssetManager.FindHandle <Sprite>(SharkDefine.GetSeriesSkillIconSpritePath(seriesSkillData.key)).asset as Sprite;
            this.turretViewSetSkillNameText.text        = seriesSkillData.name;
            this.turretViewSetSkillDescriptionText.text = seriesSkillData.description;
        }
        //セットスキル不発
        else
        {
            //パーツページのセットスキル名、説明文、アイコン画像非表示
            this.partsViewSetSkillIconImage.enabled    = false;
            this.partsViewSetSkillNameText.text        = null;
            this.partsViewSetSkillDescriptionText.text = null;

            //砲台ページのセットスキル名、説明文、アイコン画像非表示
            this.turretViewSetSkillIconImage.enabled    = false;
            this.turretViewSetSkillNameText.text        = null;
            this.turretViewSetSkillDescriptionText.text = null;
        }

        //パーツページ台座アイコン
        this.partsViewBatteryIcon.SetIconSprite(batterySprite);
        this.partsViewBatteryIcon.SetRank((Rank)batteryData.rarity);
        this.partsViewBatteryIcon.SetGearSlot(batteryPartsData);

        //パーツページ砲身アイコン
        this.partsViewBarrelIcon.SetIconSprite(barrelSprite);
        this.partsViewBarrelIcon.SetRank((Rank)barrelData.rarity);
        this.partsViewBarrelIcon.SetGearSlot(barrelPartsData);

        //パーツページ砲弾アイコン
        this.partsViewBulletIcon.SetIconSprite(bulletSprite);
        this.partsViewBulletIcon.SetRank((Rank)bulletData.rarity);
        this.partsViewBulletIcon.SetGearSlot(bulletPartsData);

        //パーツページアクセサリアイコン
        this.partsViewAccessoryIcon.SetIconSprite(accessorySprite);
        this.partsViewAccessoryIcon.SetRank((Rank)accessoryData.rarity);

        //砲台ページ台座アイコン
        this.turretViewBatteryIcon.SetIconSprite(batterySprite);
        this.turretViewBatteryIcon.SetRank((Rank)batteryData.rarity);
        this.turretViewBatteryIcon.SetGearSlot(batteryPartsData);

        //砲台ページ砲身アイコン
        this.turretViewBarrelIcon.SetIconSprite(barrelSprite);
        this.turretViewBarrelIcon.SetRank((Rank)barrelData.rarity);
        this.turretViewBarrelIcon.SetGearSlot(barrelPartsData);

        //砲台ページ砲弾アイコン
        this.turretViewBulletIcon.SetIconSprite(bulletSprite);
        this.turretViewBulletIcon.SetRank((Rank)bulletData.rarity);
        this.turretViewBulletIcon.SetGearSlot(bulletPartsData);

        //砲台ページアクセサリアイコン
        this.turretViewAccessoryIcon.SetIconSprite(accessorySprite);
        this.turretViewAccessoryIcon.SetRank((Rank)accessoryData.rarity);
    }