/// <summary> /// スキルの効果範囲が単体の場合のターゲットをスクロールビューに表示します /// </summary> /// <param name="range">スキルの射程</param> private void inputSingleTargetList(int range) { List <IBattleable> targets = BattleManager.getInstance().getCharacterInRange(player, range); backButton.gameObject.SetActive(true); isInputingBackButton = true; foreach (IBattleable target in targets) { bool inputOnlyFriendly = currentManagerState == ManagerState.ITEM; if (!(target.isHostility(player.getFaction())) && inputOnlyFriendly) { continue; } bool inputSelf = inputOnlyFriendly || chosenActiveSkill.isFriendly(); if (target.Equals(player) && !inputSelf) { continue; } GameObject node = Instantiate((GameObject)Resources.Load("Prefabs/TargetNode")); node.GetComponent <TargetNode>().setState(target, this); node.transform.SetParent(contents.transform); } }