Ejemplo n.º 1
0
 private void resetEffectAssignObj()
 {
     if (_m_EffectPrefab != null)
     {
         _m_EffectPrefab.destroy();
         Destroy(_m_EffectPrefab.gameObject);
     }
     _m_EffectPrefab = null;
 }
Ejemplo n.º 2
0
    /// <summary>
    ///
    /// </summary>
    /// <param name="effect_assign">実体化されたゲームオブジェクトのコンポーネント渡す</param>
    public void setEffectAssignObj(SceneObjReferGameMainEffect effect_assign)
    {
        resetEffectAssignObj();

        if (effect_assign != null)
        {
            _m_EffectPrefab = effect_assign;
            _m_EffectPrefab.transform.SetParent(transform, false);

            m_EffectPrefab.init();
        }
    }
Ejemplo n.º 3
0
    private IEnumerator loadReplaceAssetInfo()
    {
        // 差し替え情報を探す
        MasterDataQuestAppearance[] quest_appearances = MasterFinder <MasterDataQuestAppearance> .Instance.GetAll();

        MasterDataQuestAppearance quest_appearance = null;

        if (m_AreaCategoryID > 0)
        {
            for (int idx = 0; idx < quest_appearances.Length; idx++)
            {
                MasterDataQuestAppearance wrk_quest_appearance = quest_appearances[idx];

                if (wrk_quest_appearance.area_category_id == m_AreaCategoryID)
                {
                    quest_appearance = wrk_quest_appearance;
                    break;
                }
            }
        }

        bool is_finish_download = false;

#if !TEST_LOCAL_ASSETBUNDLE
        // 差し替え情報を元にアセットバンドルをダウンロード
        if (quest_appearance != null)
        {
            MasterDataAssetBundlePath assetbundle_path = MasterFinder <MasterDataAssetBundlePath> .Instance.Find((int)quest_appearance.asset_bundle_id);

            if (assetbundle_path != null)
            {
                AssetBundler.Create().Set(assetbundle_path.name, (result) =>
                {
                    if (result.AssetBundle != null)
                    {
                        m_ReplaceAssetReference = ReplaceAssetReference.getReplaceAssetReference(result.AssetBundle, m_TimingType);
                    }

                    is_finish_download = true;
                },
                                          (o) =>
                {
                    is_finish_download = true;
                }
                                          ).Load();
            }
            else
            {
                is_finish_download = true;
            }
        }
        else
        {
            is_finish_download = true;
        }
#else //TEST_LOCAL_ASSETBUNDLE
        // StreamingAssetsフォルダ内のデータでテスト
        WWW www = debug_LoadLocalAssetBundle("kensyou");
        while (www.isDone == false)
        {
            yield return(null);
        }

        m_AssetBundle = www.assetBundle;
        if (m_AssetBundle != null)
        {
            m_ReplaceAssetReference = ReplaceAssetReference.getReplaceAssetReference(m_AssetBundle, m_TimingType);
            //m_AssetBundle.Unload(false);
        }
        is_finish_download = true;
#endif //TEST_LOCAL_ASSETBUNDLE

        SceneObjReferGameMainEffect effect_assign = null;
        if (m_IsUseEffect)
        {
            GameObject effect_prefab = Resources.Load <GameObject>("Prefab/BattleScene/InGameEffectPrefab");
            GameObject effect_obj    = Instantiate(effect_prefab); // effect_prefabのコンポーネントを書き換えると以前に書き換えた情報が残っているので別オブジェクトを一回生成
            effect_assign = effect_obj.GetComponent <SceneObjReferGameMainEffect>();
        }

        while (is_finish_download == false)
        {
            yield return(null);
        }

        if (m_ReplaceAssetReference != null)
        {
            // エフェクトを差し替え
            if (m_IsUseEffect)
            {
                replaceEffect(ref effect_assign);
            }

            // SEを差し替え
            replaceSound();
        }

        if (m_IsUseEffect)
        {
            SceneObjReferGameMain.Instance.setEffectAssignObj(effect_assign);
        }

        yield return(null);

        m_SerialNo++;

        if (m_ReplaceAssetReference != null)
        {
            m_Status = Status.REPLACE_MODE;
        }
        else
        {
            if (m_AssetBundle != null)
            {
                m_AssetBundle.Unload(false);
                m_AssetBundle = null;
            }

            m_Status = Status.NONE;
        }
    }
Ejemplo n.º 4
0
    /// <summary>
    /// エフェクトデータを差し替える
    /// </summary>
    /// <param name="effect_assign"></param>
    private SceneObjReferGameMainEffect replaceEffect(ref SceneObjReferGameMainEffect effect_assign)
    {
        if (m_ReplaceAssetReference == null)
        {
            return(effect_assign);
        }

        if (effect_assign == null)
        {
            return(effect_assign);
        }

        ReplaceAssetReferenceEffect effect_replace_info = m_ReplaceAssetReference.m_Effect;

        // エフェクトを差し替え
        if (effect_replace_info.m_NAUGHT_MA_00 != null)
        {
            effect_assign.m_Naught_MA_00 = effect_replace_info.m_NAUGHT_MA_00;
            effect_assign.m_Naught_MM_00 = effect_replace_info.m_NAUGHT_MA_00;
        }

        if (effect_replace_info.m_NAUGHT_MA_01 != null)
        {
            effect_assign.m_Naught_MA_01 = effect_replace_info.m_NAUGHT_MA_01;
            effect_assign.m_Naught_MM_01 = effect_replace_info.m_NAUGHT_MA_01;
        }

        if (effect_replace_info.m_NAUGHT_SA_00 != null)
        {
            effect_assign.m_Naught_SA_00 = effect_replace_info.m_NAUGHT_SA_00;
            effect_assign.m_Naught_SM_00 = effect_replace_info.m_NAUGHT_SA_00;
        }

        if (effect_replace_info.m_NAUGHT_SA_01 != null)
        {
            effect_assign.m_Naught_SA_01 = effect_replace_info.m_NAUGHT_SA_01;
            effect_assign.m_Naught_SM_01 = effect_replace_info.m_NAUGHT_SA_01;
        }

        if (effect_replace_info.m_NAUGHT_SA_02 != null)
        {
            effect_assign.m_Naught_SA_02 = effect_replace_info.m_NAUGHT_SA_02;
            effect_assign.m_Naught_SM_02 = effect_replace_info.m_NAUGHT_SA_02;
        }

        if (effect_replace_info.m_FIRE_MA_00 != null)
        {
            effect_assign.m_Fire_MA_00 = effect_replace_info.m_FIRE_MA_00;
            effect_assign.m_Fire_MM_00 = effect_replace_info.m_FIRE_MA_00;
        }

        if (effect_replace_info.m_FIRE_MA_01 != null)
        {
            effect_assign.m_Fire_MA_01 = effect_replace_info.m_FIRE_MA_01;
            effect_assign.m_Fire_MM_01 = effect_replace_info.m_FIRE_MA_01;
        }

        if (effect_replace_info.m_FIRE_SA_00 != null)
        {
            effect_assign.m_Fire_SA_00 = effect_replace_info.m_FIRE_SA_00;
            effect_assign.m_Fire_SM_00 = effect_replace_info.m_FIRE_SA_00;
        }

        if (effect_replace_info.m_FIRE_SA_01 != null)
        {
            effect_assign.m_Fire_SA_01 = effect_replace_info.m_FIRE_SA_01;
            effect_assign.m_Fire_SM_01 = effect_replace_info.m_FIRE_SA_01;
        }

        if (effect_replace_info.m_FIRE_SA_02 != null)
        {
            effect_assign.m_Fire_SA_02 = effect_replace_info.m_FIRE_SA_02;
            effect_assign.m_Fire_SM_02 = effect_replace_info.m_FIRE_SA_02;
        }

        if (effect_replace_info.m_WATER_MA_00 != null)
        {
            effect_assign.m_Water_MA_00 = effect_replace_info.m_WATER_MA_00;
            effect_assign.m_Water_MM_00 = effect_replace_info.m_WATER_MA_00;
        }

        if (effect_replace_info.m_WATER_MA_01 != null)
        {
            effect_assign.m_Water_MA_01 = effect_replace_info.m_WATER_MA_01;
            effect_assign.m_Water_MM_01 = effect_replace_info.m_WATER_MA_01;
        }

        if (effect_replace_info.m_WATER_SA_00 != null)
        {
            effect_assign.m_Water_SA_00 = effect_replace_info.m_WATER_SA_00;
            effect_assign.m_Water_SM_00 = effect_replace_info.m_WATER_SA_00;
        }

        if (effect_replace_info.m_WATER_SA_01 != null)
        {
            effect_assign.m_Water_SA_01 = effect_replace_info.m_WATER_SA_01;
            effect_assign.m_Water_SM_01 = effect_replace_info.m_WATER_SA_01;
        }

        if (effect_replace_info.m_WATER_SA_02 != null)
        {
            effect_assign.m_Water_SA_02 = effect_replace_info.m_WATER_SA_02;
            effect_assign.m_Water_SM_02 = effect_replace_info.m_WATER_SA_02;
        }

        if (effect_replace_info.m_LIGHT_MA_00 != null)
        {
            effect_assign.m_Light_MA_00 = effect_replace_info.m_LIGHT_MA_00;
            effect_assign.m_Light_MM_00 = effect_replace_info.m_LIGHT_MA_00;
        }

        if (effect_replace_info.m_LIGHT_MA_01 != null)
        {
            effect_assign.m_Light_MA_01 = effect_replace_info.m_LIGHT_MA_01;
            effect_assign.m_Light_MM_01 = effect_replace_info.m_LIGHT_MA_01;
        }

        if (effect_replace_info.m_LIGHT_SA_00 != null)
        {
            effect_assign.m_Light_SA_00 = effect_replace_info.m_LIGHT_SA_00;
            effect_assign.m_Light_SM_00 = effect_replace_info.m_LIGHT_SA_00;
        }

        if (effect_replace_info.m_LIGHT_SA_01 != null)
        {
            effect_assign.m_Light_SA_01 = effect_replace_info.m_LIGHT_SA_01;
            effect_assign.m_Light_SM_01 = effect_replace_info.m_LIGHT_SA_01;
        }

        if (effect_replace_info.m_LIGHT_SA_02 != null)
        {
            effect_assign.m_Light_SA_02 = effect_replace_info.m_LIGHT_SA_02;
            effect_assign.m_Light_SM_02 = effect_replace_info.m_LIGHT_SA_02;
        }

        if (effect_replace_info.m_DARK_MA_00 != null)
        {
            effect_assign.m_Dark_MA_00 = effect_replace_info.m_DARK_MA_00;
            effect_assign.m_Dark_MM_00 = effect_replace_info.m_DARK_MA_00;
        }

        if (effect_replace_info.m_DARK_MA_01 != null)
        {
            effect_assign.m_Dark_MA_01 = effect_replace_info.m_DARK_MA_01;
            effect_assign.m_Dark_MM_01 = effect_replace_info.m_DARK_MA_01;
        }

        if (effect_replace_info.m_DARK_SA_00 != null)
        {
            effect_assign.m_Dark_SA_00 = effect_replace_info.m_DARK_SA_00;
            effect_assign.m_Dark_SM_00 = effect_replace_info.m_DARK_SA_00;
        }

        if (effect_replace_info.m_DARK_SA_01 != null)
        {
            effect_assign.m_Dark_SA_01 = effect_replace_info.m_DARK_SA_01;
            effect_assign.m_Dark_SM_01 = effect_replace_info.m_DARK_SA_01;
        }

        if (effect_replace_info.m_DARK_SA_02 != null)
        {
            effect_assign.m_Dark_SA_02 = effect_replace_info.m_DARK_SA_02;
            effect_assign.m_Dark_SM_02 = effect_replace_info.m_DARK_SA_02;
        }

        if (effect_replace_info.m_WIND_MA_00 != null)
        {
            effect_assign.m_Wind_MA_00 = effect_replace_info.m_WIND_MA_00;
            effect_assign.m_Wind_MM_00 = effect_replace_info.m_WIND_MA_00;
        }

        if (effect_replace_info.m_WIND_MA_01 != null)
        {
            effect_assign.m_Wind_MA_01 = effect_replace_info.m_WIND_MA_01;
            effect_assign.m_Wind_MM_01 = effect_replace_info.m_WIND_MA_01;
        }

        if (effect_replace_info.m_WIND_SA_00 != null)
        {
            effect_assign.m_Wind_SA_00 = effect_replace_info.m_WIND_SA_00;
            effect_assign.m_Wind_SM_00 = effect_replace_info.m_WIND_SA_00;
        }

        if (effect_replace_info.m_WIND_SA_01 != null)
        {
            effect_assign.m_Wind_SA_01 = effect_replace_info.m_WIND_SA_01;
            effect_assign.m_Wind_SM_01 = effect_replace_info.m_WIND_SA_01;
        }

        if (effect_replace_info.m_WIND_SA_02 != null)
        {
            effect_assign.m_Wind_SA_02 = effect_replace_info.m_WIND_SA_02;
            effect_assign.m_Wind_SM_02 = effect_replace_info.m_WIND_SA_02;
        }

        if (effect_replace_info.m_HM_M_FIRE != null)
        {
            effect_assign.m_HM_M_Fire = effect_replace_info.m_HM_M_FIRE;
        }

        if (effect_replace_info.m_HM_M_WATER != null)
        {
            effect_assign.m_HM_M_Water = effect_replace_info.m_HM_M_WATER;
        }

        if (effect_replace_info.m_HM_M_WIND != null)
        {
            effect_assign.m_HM_M_Wind = effect_replace_info.m_HM_M_WIND;
        }

        if (effect_replace_info.m_HM_M_LIGHT != null)
        {
            effect_assign.m_HM_M_Light = effect_replace_info.m_HM_M_LIGHT;
        }

        if (effect_replace_info.m_HM_M_DARK != null)
        {
            effect_assign.m_HM_M_Dark = effect_replace_info.m_HM_M_DARK;
        }

        if (effect_replace_info.m_HM_M_NAUGHT != null)
        {
            effect_assign.m_HM_M_Naught = effect_replace_info.m_HM_M_NAUGHT;
        }

        if (effect_replace_info.m_HM_S_FIRE != null)
        {
            effect_assign.m_HM_S_Fire = effect_replace_info.m_HM_S_FIRE;
        }

        if (effect_replace_info.m_HM_S_WATER != null)
        {
            effect_assign.m_HM_S_Water = effect_replace_info.m_HM_S_WATER;
        }

        if (effect_replace_info.m_HM_S_WIND != null)
        {
            effect_assign.m_HM_S_Wind = effect_replace_info.m_HM_S_WIND;
        }

        if (effect_replace_info.m_HM_S_LIGHT != null)
        {
            effect_assign.m_HM_S_Light = effect_replace_info.m_HM_S_LIGHT;
        }

        if (effect_replace_info.m_HM_S_DARK != null)
        {
            effect_assign.m_HM_S_Dark = effect_replace_info.m_HM_S_DARK;
        }

        if (effect_replace_info.m_HM_S_NAUGHT != null)
        {
            effect_assign.m_HM_S_Naught = effect_replace_info.m_HM_S_NAUGHT;
        }

        if (effect_replace_info.m_HEAL_1 != null)
        {
            effect_assign.m_Heal_00 = effect_replace_info.m_HEAL_1;
            effect_assign.m_Heal_01 = effect_replace_info.m_HEAL_1;
            effect_assign.m_Heal_02 = effect_replace_info.m_HEAL_1;
            effect_assign.m_Heal_03 = effect_replace_info.m_HEAL_1;
        }

        if (effect_replace_info.m_SP_HEAL != null)
        {
            effect_assign.m_Heal_SP = effect_replace_info.m_SP_HEAL;
        }

        if (effect_replace_info.m_BLOOD != null)
        {
            effect_assign.m_Blood = effect_replace_info.m_BLOOD;
        }

        if (effect_replace_info.m_POISON != null)
        {
            effect_assign.m_Poison = effect_replace_info.m_POISON;
        }

        if (effect_replace_info.m_BUFF != null)
        {
            effect_assign.m_Buff = effect_replace_info.m_BUFF;
        }

        if (effect_replace_info.m_DEBUFF != null)
        {
            effect_assign.m_Debuff = effect_replace_info.m_DEBUFF;
        }

        if (effect_replace_info.m_ENEMY_SKILL_BUFF != null)
        {
            effect_assign.m_EnemySkillBuff = effect_replace_info.m_ENEMY_SKILL_BUFF;
        }

        if (effect_replace_info.m_ENEMY_SKILL_DEBUFF != null)
        {
            effect_assign.m_EnemySkillDebuff = effect_replace_info.m_ENEMY_SKILL_DEBUFF;
        }

        if (effect_replace_info.m_ENEMY_SKILL_FIRE != null)
        {
            effect_assign.m_EnemySkillFire00 = effect_replace_info.m_ENEMY_SKILL_FIRE;
        }

        if (effect_replace_info.m_ENEMY_SKILL_WIND != null)
        {
            effect_assign.m_EnemySkillWind00 = effect_replace_info.m_ENEMY_SKILL_WIND;
        }

        if (effect_replace_info.m_ENEMY_SKILL_WATER != null)
        {
            effect_assign.m_EnemySkillWater00 = effect_replace_info.m_ENEMY_SKILL_WATER;
        }

        if (effect_replace_info.m_ENEMY_SKILL_LIGHT != null)
        {
            effect_assign.m_EnemySkillLight00 = effect_replace_info.m_ENEMY_SKILL_LIGHT;
        }

        if (effect_replace_info.m_ENEMY_SKILL_DARK != null)
        {
            effect_assign.m_EnemySkillDark00 = effect_replace_info.m_ENEMY_SKILL_DARK;
        }

        if (effect_replace_info.m_ENEMY_SKILL_NAUGHT != null)
        {
            effect_assign.m_EnemySkillNaught00 = effect_replace_info.m_ENEMY_SKILL_NAUGHT;
        }

        if (effect_replace_info.m_ENEMY_SKILL_HEAL_S != null)
        {
            effect_assign.m_EnemySkillHeal_S = effect_replace_info.m_ENEMY_SKILL_HEAL_S;
        }

        if (effect_replace_info.m_ENEMY_SKILL_HEAL_M != null)
        {
            effect_assign.m_EnemySkillHeal_M = effect_replace_info.m_ENEMY_SKILL_HEAL_M;
        }

        if (effect_replace_info.m_PLAYER_SKILL_BUFF != null)
        {
            effect_assign.m_PlayerSkillBuff = effect_replace_info.m_PLAYER_SKILL_BUFF;
        }

        if (effect_replace_info.m_PLAYER_SKILL_DEBUFF != null)
        {
            effect_assign.m_PlayerSkillDebuff = effect_replace_info.m_PLAYER_SKILL_DEBUFF;
        }

        if (effect_replace_info.m_BATTLE_COST_PLUS != null)
        {
            effect_assign.m_2DBattleCostPlus = effect_replace_info.m_BATTLE_COST_PLUS;
        }

        if (effect_replace_info.m_UNIT_DROP != null)
        {
            effect_assign.m_2DUnitDrop = effect_replace_info.m_UNIT_DROP;
        }

        if (effect_replace_info.m_PLAYER_DAMAGE_NAUGHT != null)
        {
            effect_assign.m_2DPlayerDamage[(int)MasterDataDefineLabel.ElementType.NAUGHT] = effect_replace_info.m_PLAYER_DAMAGE_NAUGHT;
        }

        if (effect_replace_info.m_PLAYER_DAMAGE_FIRE != null)
        {
            effect_assign.m_2DPlayerDamage[(int)MasterDataDefineLabel.ElementType.FIRE] = effect_replace_info.m_PLAYER_DAMAGE_FIRE;
        }

        if (effect_replace_info.m_PLAYER_DAMAGE_WATER != null)
        {
            effect_assign.m_2DPlayerDamage[(int)MasterDataDefineLabel.ElementType.WATER] = effect_replace_info.m_PLAYER_DAMAGE_WATER;
        }

        if (effect_replace_info.m_PLAYER_DAMAGE_LIGHT != null)
        {
            effect_assign.m_2DPlayerDamage[(int)MasterDataDefineLabel.ElementType.LIGHT] = effect_replace_info.m_PLAYER_DAMAGE_LIGHT;
        }

        if (effect_replace_info.m_PLAYER_DAMAGE_DARK != null)
        {
            effect_assign.m_2DPlayerDamage[(int)MasterDataDefineLabel.ElementType.DARK] = effect_replace_info.m_PLAYER_DAMAGE_DARK;
        }

        if (effect_replace_info.m_PLAYER_DAMAGE_WIND != null)
        {
            effect_assign.m_2DPlayerDamage[(int)MasterDataDefineLabel.ElementType.WIND] = effect_replace_info.m_PLAYER_DAMAGE_WIND;
        }

        if (effect_replace_info.m_SKILL_COMP != null)
        {
            effect_assign.m_2DSkill = effect_replace_info.m_SKILL_COMP;
        }

        if (effect_replace_info.m_SKILL_SETUP_NAUGHT != null)
        {
            effect_assign.m_SkillSetupNaught = effect_replace_info.m_SKILL_SETUP_NAUGHT;
        }

        if (effect_replace_info.m_TURN_CHANGE != null)
        {
            effect_assign.m_2DTurnChange = effect_replace_info.m_TURN_CHANGE;
        }

        if (effect_replace_info.m_GAME_CLEAR != null)
        {
            effect_assign.m_2DGameClear = effect_replace_info.m_GAME_CLEAR;
        }

        if (effect_replace_info.m_ENEMY_EVOL1 != null)
        {
            effect_assign.m_2DEnemyEvol = effect_replace_info.m_ENEMY_EVOL1;
        }

        if (effect_replace_info.m_ENEMY_EVOL2 != null)
        {
            effect_assign.m_2DEnemyEvol2 = effect_replace_info.m_ENEMY_EVOL2;
        }

        if (effect_replace_info.m_ENEMY_DEATH != null)
        {
            effect_assign.m_EnemyDeath = effect_replace_info.m_ENEMY_DEATH;
        }

        if (effect_replace_info.m_ENEMT_DEATH_BOSS != null)
        {
            effect_assign.m_EnemyDeath_BOSS = effect_replace_info.m_ENEMT_DEATH_BOSS;
        }

        if (effect_replace_info.m_HAND_CARD_CHANGE != null)
        {
            effect_assign.m_HandCardTransform = effect_replace_info.m_HAND_CARD_CHANGE;
        }

        if (effect_replace_info.m_HAND_CARD_DESTROY != null)
        {
            effect_assign.m_HandCardDestroy = effect_replace_info.m_HAND_CARD_DESTROY;
        }

        return(effect_assign);
    }
Ejemplo n.º 5
0
    // Update is called once per frame
    void Update()
    {
        switch (m_ScenePhase)
        {
        case ScenePhase.START:
            MasterDataEnemyGroup[] master_data_array = BattleParam.m_MasterDataCache.getAllEnemyGroup();
            if (master_data_array != null)
            {
                m_IsEnableEnemyUI = true;
            }
            initPlayerParty1();

            m_ScenePhase = ScenePhase.INIT;
            break;

        case ScenePhase.INIT:
            m_ScenePhase = ScenePhase.PLAYER_SETUP;
            break;

        case ScenePhase.PLAYER_SETUP:
            setup_for_screen();
            m_ScenePhase = ScenePhase.PLAYER_SETUP_WAIT;
            break;

        case ScenePhase.PLAYER_SETUP_WAIT:
            // OnPushButtonStart() が呼ばれれば進む.
            update_setup_ui();
            break;

        case ScenePhase.INIT_PLAYER:
            BattleParam.m_MasterDataCache.clearCachePlayerAll();
            BattleParam.m_MasterDataCache.clearCacheEnemyAll();
            setup_from_screen();
            initPlayerParty2();

            BattleParam.QuestInitialize(null);

            m_ScenePhase = ScenePhase.INIT_ENEMY;
            break;

        case ScenePhase.INIT_ENEMY:
            resetBattleRequest();
            createBattleRequest();
            m_ScenePhase = ScenePhase.INIT_BATTLE_MANAGER;
            break;

        case ScenePhase.INIT_BATTLE_MANAGER:
        {
            GameObject effect_prefab = Resources.Load <GameObject>("Prefab/BattleScene/InGameEffectPrefab");
            GameObject effect_obj    = Instantiate(effect_prefab);      // effect_prefabのコンポーネントを書き換えると以前に書き換えた情報が残っているので別オブジェクトを一回生成
            SceneObjReferGameMainEffect effect_assign = effect_obj.GetComponent <SceneObjReferGameMainEffect>();
            SceneObjReferGameMain.Instance.setEffectAssignObj(effect_assign);
        }
            BattleParam.BattleInitialize(BattleParam.m_BattleRequest, null);
            BattleParam.setKensyoParam(m_SkillTurnCondition, m_KobetsuHP_EnemyAtkRate, m_KobetsuHPEnemyAttackAll, m_KobetsuHPEnemyTargetHate);
            BattleParam.BattleStart();
            m_ScenePhase = ScenePhase.BATTILING;
            break;

        case ScenePhase.BATTILING:
            if (BattleParam.getBattlePhase() == BattleParam.BattlePhase.NOT_BATTLE)
            {
                // クリアした
                bool is_next_battle = createBattleRequest();
                if (is_next_battle)
                {
                    // 次の戦闘がある
                    m_ScenePhase = ScenePhase.INIT_BATTLE_MANAGER;
                }
                else
                {
                    // 終了
                    BattleParam.endBattleScene();
                    m_ScenePhase = ScenePhase.INIT;
                }
            }
            if (BattleParam.getBattlePhase() == BattleParam.BattlePhase.RETIRE)
            {
                // ゲームオーバー
                BattleParam.endBattleScene();
                m_ScenePhase = ScenePhase.INIT;
            }
            break;

        default:
            break;
        }
    }