public void setupCharaAilmentInfo(StatusAilmentChara ailmentChara)
    {
        AddAilmentInfo(GameTextUtil.GetText("battle_infotext1"), -1);
        int count = 1;

        for (int num = 0; num < (int)MasterDataDefineLabel.AilmentType.MAX; ++num)
        {
            if (ailmentChara.IsHavingAilment((MasterDataDefineLabel.AilmentType)num) == false)
            {
                continue;
            }

            int    turn   = 0;
            string detail = "";
            // 残りターン数を取得
            for (int n = 0; n < ailmentChara.GetAilmentCount(); ++n)
            {
                StatusAilment status_ailment = ailmentChara.GetAilment(n);
                if (status_ailment == null)
                {
                    continue;
                }

                MasterDataDefineLabel.AilmentType type = status_ailment.nType;
                if (type != (MasterDataDefineLabel.AilmentType)num)
                {
                    continue;
                }

                turn = status_ailment.nLife;
                MasterDataStatusAilmentParam master = MasterDataUtil.GetMasterDataStatusAilmentParam(status_ailment.nMasterDataStatusAilmentID);
                detail = master.detail;
                if (detail == "")
                {
                    detail = master.name;
                }
                break;
            }
            AddAilmentInfo(detail, turn);
            ++count;
        }
        if (count == 1)
        {
            AddAilmentInfo("-", -1);
        }
    }
    //------------------------------------------------------------------------

    /*!
     *          @brief		アイコンリソースの名前を取得
     *          @param[in]	EAILMENT_TYPE		(eIcon)		状態異常ID
     *          @return		string				[アイコンリソース名]
     */
    //------------------------------------------------------------------------
    //	static public string GetResourceName( EAILMENT_TYPE eIcon ) {
    static public string GetResourceName(MasterDataDefineLabel.AilmentType ailment_type)
    {
        string resName = "";

        switch (ailment_type)
        {
        case MasterDataDefineLabel.AilmentType.DEF_UP: resName = "defIncrease"; break;

        case MasterDataDefineLabel.AilmentType.DEF_DOWN: resName = "defDecrease"; break;

        case MasterDataDefineLabel.AilmentType.POISON: resName = "poison"; break;

        case MasterDataDefineLabel.AilmentType.PANIC: resName = "panic"; break;

        case MasterDataDefineLabel.AilmentType.HAPPY_TRESURE: resName = "happyTreasure"; break;

        case MasterDataDefineLabel.AilmentType.BATTLE_MONEY_UP: resName = "battleMoneyUP"; break;

        case MasterDataDefineLabel.AilmentType.FEAR: resName = "fear"; break;

        case MasterDataDefineLabel.AilmentType.TIMER: resName = "timer"; break;

        case MasterDataDefineLabel.AilmentType.TORCH: resName = "torch"; break;

        case MasterDataDefineLabel.AilmentType.DARK: resName = "dark"; break;

        case MasterDataDefineLabel.AilmentType.ALARM: resName = "alarm"; break;

        case MasterDataDefineLabel.AilmentType.ATK_UP: resName = "atkUp"; break;

        case MasterDataDefineLabel.AilmentType.ATK_UP_FIRE: resName = "atkUpFire"; break;

        case MasterDataDefineLabel.AilmentType.ATK_UP_WATER: resName = "atkUpWater"; break;

        case MasterDataDefineLabel.AilmentType.ATK_UP_LIGHT: resName = "atkUpLight"; break;

        case MasterDataDefineLabel.AilmentType.ATK_UP_DARK: resName = "atkUpDark"; break;

        case MasterDataDefineLabel.AilmentType.ATK_UP_WIND: resName = "atkUpWind"; break;

        case MasterDataDefineLabel.AilmentType.ATK_UP_HEAL: resName = ""; break;

        case MasterDataDefineLabel.AilmentType.ATK_UP_NAUGHT: resName = "atkUpNone"; break;

        case MasterDataDefineLabel.AilmentType.DEF_UP_FIRE: resName = "Damage mitigation_fire"; break;   //!< 防御力アップ[炎属性]

        case MasterDataDefineLabel.AilmentType.DEF_UP_WATER: resName = "Damage mitigation_water"; break; //!< 防御力アップ[水属性]

        case MasterDataDefineLabel.AilmentType.DEF_UP_LIGHT: resName = "Damage mitigation_light"; break; //!< 防御力アップ[光属性]

        case MasterDataDefineLabel.AilmentType.DEF_UP_DARK: resName = "Damage mitigation_dark"; break;   //!< 防御力アップ[闇属性]

        case MasterDataDefineLabel.AilmentType.DEF_UP_WIND: resName = "Damage mitigation_wind"; break;   //!< 防御力アップ[風属性]

        case MasterDataDefineLabel.AilmentType.DEF_UP_HEAL: resName = ""; break;                         //!< 防御力アップ[回復属性]

        case MasterDataDefineLabel.AilmentType.DEF_UP_NAUGHT: resName = "Damage mitigation_none"; break; //!< 防御力アップ[無属性]

        case MasterDataDefineLabel.AilmentType.ATK_UP_HUMAN: resName = "atkUpHuman"; break;              //!< 攻撃力アップ[人間]

        case MasterDataDefineLabel.AilmentType.ATK_UP_DRAGON: resName = "atkUpDragon"; break;            //!< 攻撃力アップ[ドラゴン]

        case MasterDataDefineLabel.AilmentType.ATK_UP_GOD: resName = "atkUpGod"; break;                  //!< 攻撃力アップ[神]

        case MasterDataDefineLabel.AilmentType.ATK_UP_DEMON: resName = "atkUpDemon"; break;              //!< 攻撃力アップ[魔物]

        case MasterDataDefineLabel.AilmentType.ATK_UP_CREATURE: resName = "atkUpFairy"; break;           //!< 攻撃力アップ[妖精]

        case MasterDataDefineLabel.AilmentType.ATK_UP_BEAST: resName = "atkUpBeast"; break;              //!< 攻撃力アップ[獣]

        case MasterDataDefineLabel.AilmentType.ATK_UP_MACHINE: resName = "atkUpMachine"; break;          //!< 攻撃力アップ[機械]

        case MasterDataDefineLabel.AilmentType.ATK_UP_EGG: resName = ""; break;                          //!< 攻撃力アップ[強化合成用]

        case MasterDataDefineLabel.AilmentType.PNL_HOLD_FIRE: resName = "panelFixFire"; break;           //!< 属性固定[炎]

        case MasterDataDefineLabel.AilmentType.PNL_HOLD_WATER: resName = "panelFixWater"; break;         //!< 属性固定[水]

        case MasterDataDefineLabel.AilmentType.PNL_HOLD_LIGHT: resName = "panelFixLight"; break;         //!< 属性固定[光]

        case MasterDataDefineLabel.AilmentType.PNL_HOLD_DARK: resName = "panelFixDark"; break;           //!< 属性固定[闇]

        case MasterDataDefineLabel.AilmentType.PNL_HOLD_WIND: resName = "panelFixWind"; break;           //!< 属性固定[風]

        case MasterDataDefineLabel.AilmentType.PNL_HOLD_HEAL: resName = "panelFixHeal"; break;           //!< 属性固定[回復]

        case MasterDataDefineLabel.AilmentType.PNL_HOLD_NAUGHT: resName = "panelFixNone"; break;         //!< 属性固定[無]

        case MasterDataDefineLabel.AilmentType.SKILL_NOTUSE: resName = "AS_Prohibition"; break;          //!< スキル使用禁止

        case MasterDataDefineLabel.AilmentType.SKILL_HEALING: resName = ""; break;                       //!< スキル使用禁止

        case MasterDataDefineLabel.AilmentType.ATK_DOWN: resName = "atkDown"; break;                     //!< 攻撃力ダウン

        case MasterDataDefineLabel.AilmentType.ATK_DOWN_FIRE: resName = "atkDownFire"; break;            //!< 攻撃力ダウン【炎】

        case MasterDataDefineLabel.AilmentType.ATK_DOWN_WATER: resName = "atkDownWater"; break;          //!< 攻撃力ダウン【水】

        case MasterDataDefineLabel.AilmentType.ATK_DOWN_LIGHT: resName = "atkDownLight"; break;          //!< 攻撃力ダウン【光】

        case MasterDataDefineLabel.AilmentType.ATK_DOWN_DARK: resName = "atkDownDark"; break;            //!< 攻撃力ダウン【闇】

        case MasterDataDefineLabel.AilmentType.ATK_DOWN_WIND: resName = "atkDownWind"; break;            //!< 攻撃力ダウン【風】

        case MasterDataDefineLabel.AilmentType.ATK_DOWN_NAUGHT: resName = "atkDownNaught"; break;        //!< 攻撃力ダウン【無】

        case MasterDataDefineLabel.AilmentType.ATK_DOWN_HEAL: resName = ""; break;                       //!< 攻撃力ダウン【回復】

        case MasterDataDefineLabel.AilmentType.ATK_DOWN_GOD: resName = "atkDownGod"; break;              //!< 攻撃力ダウン[神]

        case MasterDataDefineLabel.AilmentType.ATK_DOWN_BEAST: resName = "atkDownBeast"; break;          //!< 攻撃力ダウン[獣]

        case MasterDataDefineLabel.AilmentType.ATK_DOWN_DEMON: resName = "atkDownDemon"; break;          //!< 攻撃力ダウン[魔物]

        case MasterDataDefineLabel.AilmentType.ATK_DOWN_DRAGON: resName = "atkDownDragon"; break;        //!< 攻撃力ダウン[ドラゴン]

        case MasterDataDefineLabel.AilmentType.ATK_DOWN_FAIRY: resName = "atkDownFairy"; break;          //!< 攻撃力ダウン[妖精]

        case MasterDataDefineLabel.AilmentType.ATK_DOWN_HUMAN: resName = "atkDownHuman"; break;          //!< 攻撃力ダウン[人間]

        case MasterDataDefineLabel.AilmentType.ATK_DOWN_MACHINE: resName = "atkDownMachine"; break;      //!< 攻撃力ダウン[機械]

        case MasterDataDefineLabel.AilmentType.DEF_DMG_UP: resName = "damageUp"; break;                  //!< 被ダメアップ

        case MasterDataDefineLabel.AilmentType.DEF_DMG_UP_FIRE: resName = "damageUpFire"; break;         //!< 被ダメアップ【炎】

        case MasterDataDefineLabel.AilmentType.DEF_DMG_UP_WATER: resName = "damageUpWater"; break;       //!< 被ダメアップ【水】

        case MasterDataDefineLabel.AilmentType.DEF_DMG_UP_LIGHT: resName = "damageUpLight"; break;       //!< 被ダメアップ【光】

        case MasterDataDefineLabel.AilmentType.DEF_DMG_UP_DARK: resName = "damageUpDark"; break;         //!< 被ダメアップ【闇】

        case MasterDataDefineLabel.AilmentType.DEF_DMG_UP_WIND: resName = "damageUpWind"; break;         //!< 被ダメアップ【風】

        case MasterDataDefineLabel.AilmentType.DEF_DMG_UP_NAUGHT: resName = "damageUpNaught"; break;     //!< 被ダメアップ【無】

        case MasterDataDefineLabel.AilmentType.DEF_DMG_UP_HEAL: resName = ""; break;                     //!< 被ダメアップ【回復】

        case MasterDataDefineLabel.AilmentType.HANDCARD_DEFAULT: resName = "handCardDefault"; break;     //!< 手札出現率デフォルト

        case MasterDataDefineLabel.AilmentType.POISON_MAXHP: resName = "poisonDeadly"; break;            //!< 毒[最大HP割合]

        case MasterDataDefineLabel.AilmentType.NON_RECOVERY_ALL: resName = "nonRecoveryAll"; break;      //!< 回復不可[全]

        case MasterDataDefineLabel.AilmentType.AUTO_PLAY_SKILL: resName = ""; break;

        default: break;
        }

        return(resName);
    }
    public Sprite getSprite(MasterDataDefineLabel.AilmentType ailment_type)
    {
        Sprite ret_val = null;

        switch (ailment_type)
        {
        case MasterDataDefineLabel.AilmentType.DEF_UP: ret_val = m_SpriteDefUp; break;

        case MasterDataDefineLabel.AilmentType.DEF_DOWN: ret_val = m_SpriteDefDown; break;

        case MasterDataDefineLabel.AilmentType.POISON: ret_val = m_SpritePoison; break;

        case MasterDataDefineLabel.AilmentType.PANIC: ret_val = null; break;

        case MasterDataDefineLabel.AilmentType.HAPPY_TRESURE: ret_val = null; break;

        case MasterDataDefineLabel.AilmentType.BATTLE_MONEY_UP: ret_val = null; break;

        case MasterDataDefineLabel.AilmentType.FEAR: ret_val = m_SpriteTimerDown; break;

        case MasterDataDefineLabel.AilmentType.TIMER: ret_val = m_SpriteTimerUp; break;

        case MasterDataDefineLabel.AilmentType.TORCH: ret_val = null; break;

        case MasterDataDefineLabel.AilmentType.DARK: ret_val = m_SpriteDark; break;

        case MasterDataDefineLabel.AilmentType.ALARM: ret_val = null; break;

        case MasterDataDefineLabel.AilmentType.ATK_UP: ret_val = m_SpriteAtkUp; break;

        case MasterDataDefineLabel.AilmentType.ATK_UP_FIRE: ret_val = m_SpriteAtkUp; break;

        case MasterDataDefineLabel.AilmentType.ATK_UP_WATER: ret_val = m_SpriteAtkUp; break;

        case MasterDataDefineLabel.AilmentType.ATK_UP_LIGHT: ret_val = m_SpriteAtkUp; break;

        case MasterDataDefineLabel.AilmentType.ATK_UP_DARK: ret_val = m_SpriteAtkUp; break;

        case MasterDataDefineLabel.AilmentType.ATK_UP_WIND: ret_val = m_SpriteAtkUp; break;

        case MasterDataDefineLabel.AilmentType.ATK_UP_HEAL: ret_val = null; break;

        case MasterDataDefineLabel.AilmentType.ATK_UP_NAUGHT: ret_val = m_SpriteAtkUp; break;

        case MasterDataDefineLabel.AilmentType.DEF_UP_FIRE: ret_val = m_SpriteDefUp; break;

        case MasterDataDefineLabel.AilmentType.DEF_UP_WATER: ret_val = m_SpriteDefUp; break;

        case MasterDataDefineLabel.AilmentType.DEF_UP_LIGHT: ret_val = m_SpriteDefUp; break;

        case MasterDataDefineLabel.AilmentType.DEF_UP_DARK: ret_val = m_SpriteDefUp; break;

        case MasterDataDefineLabel.AilmentType.DEF_UP_WIND: ret_val = m_SpriteDefUp; break;

        case MasterDataDefineLabel.AilmentType.DEF_UP_HEAL: ret_val = null; break;     //!< 防御力アップ[回復属性]

        case MasterDataDefineLabel.AilmentType.DEF_UP_NAUGHT: ret_val = m_SpriteDefUp; break;

        case MasterDataDefineLabel.AilmentType.ATK_UP_HUMAN: ret_val = m_SpriteAtkUp; break;

        case MasterDataDefineLabel.AilmentType.ATK_UP_DRAGON: ret_val = m_SpriteAtkUp; break;

        case MasterDataDefineLabel.AilmentType.ATK_UP_GOD: ret_val = m_SpriteAtkUp; break;

        case MasterDataDefineLabel.AilmentType.ATK_UP_DEMON: ret_val = m_SpriteAtkUp; break;

        case MasterDataDefineLabel.AilmentType.ATK_UP_CREATURE: ret_val = m_SpriteAtkUp; break;

        case MasterDataDefineLabel.AilmentType.ATK_UP_BEAST: ret_val = m_SpriteAtkUp; break;

        case MasterDataDefineLabel.AilmentType.ATK_UP_MACHINE: ret_val = m_SpriteAtkUp; break;

        case MasterDataDefineLabel.AilmentType.ATK_UP_EGG: ret_val = null; break;

        case MasterDataDefineLabel.AilmentType.PNL_HOLD_FIRE: ret_val = null; break;

        case MasterDataDefineLabel.AilmentType.PNL_HOLD_WATER: ret_val = null; break;

        case MasterDataDefineLabel.AilmentType.PNL_HOLD_LIGHT: ret_val = null; break;

        case MasterDataDefineLabel.AilmentType.PNL_HOLD_DARK: ret_val = null; break;

        case MasterDataDefineLabel.AilmentType.PNL_HOLD_WIND: ret_val = null; break;

        case MasterDataDefineLabel.AilmentType.PNL_HOLD_HEAL: ret_val = null; break;

        case MasterDataDefineLabel.AilmentType.PNL_HOLD_NAUGHT: ret_val = null; break;

        case MasterDataDefineLabel.AilmentType.SKILL_NOTUSE: ret_val = m_SpriteMute; break;

        case MasterDataDefineLabel.AilmentType.SKILL_HEALING: ret_val = null; break;

        case MasterDataDefineLabel.AilmentType.ATK_DOWN: ret_val = m_SpriteAtkDown; break;

        case MasterDataDefineLabel.AilmentType.ATK_DOWN_FIRE: ret_val = m_SpriteAtkDown; break;

        case MasterDataDefineLabel.AilmentType.ATK_DOWN_WATER: ret_val = m_SpriteAtkDown; break;

        case MasterDataDefineLabel.AilmentType.ATK_DOWN_LIGHT: ret_val = m_SpriteAtkDown; break;

        case MasterDataDefineLabel.AilmentType.ATK_DOWN_DARK: ret_val = m_SpriteAtkDown; break;

        case MasterDataDefineLabel.AilmentType.ATK_DOWN_WIND: ret_val = m_SpriteAtkDown; break;

        case MasterDataDefineLabel.AilmentType.ATK_DOWN_NAUGHT: ret_val = m_SpriteAtkDown; break;

        case MasterDataDefineLabel.AilmentType.ATK_DOWN_HEAL: ret_val = null; break;

        case MasterDataDefineLabel.AilmentType.ATK_DOWN_GOD: ret_val = m_SpriteAtkDown; break;

        case MasterDataDefineLabel.AilmentType.ATK_DOWN_BEAST: ret_val = m_SpriteAtkDown; break;

        case MasterDataDefineLabel.AilmentType.ATK_DOWN_DEMON: ret_val = m_SpriteAtkDown; break;

        case MasterDataDefineLabel.AilmentType.ATK_DOWN_DRAGON: ret_val = m_SpriteAtkDown; break;

        case MasterDataDefineLabel.AilmentType.ATK_DOWN_FAIRY: ret_val = m_SpriteAtkDown; break;

        case MasterDataDefineLabel.AilmentType.ATK_DOWN_HUMAN: ret_val = m_SpriteAtkDown; break;

        case MasterDataDefineLabel.AilmentType.ATK_DOWN_MACHINE: ret_val = m_SpriteAtkDown; break;

        case MasterDataDefineLabel.AilmentType.DEF_DMG_UP: ret_val = m_SpriteDefDown; break;

        case MasterDataDefineLabel.AilmentType.DEF_DMG_UP_FIRE: ret_val = m_SpriteDefDown; break;

        case MasterDataDefineLabel.AilmentType.DEF_DMG_UP_WATER: ret_val = m_SpriteDefDown; break;

        case MasterDataDefineLabel.AilmentType.DEF_DMG_UP_LIGHT: ret_val = m_SpriteDefDown; break;

        case MasterDataDefineLabel.AilmentType.DEF_DMG_UP_DARK: ret_val = m_SpriteDefDown; break;

        case MasterDataDefineLabel.AilmentType.DEF_DMG_UP_WIND: ret_val = m_SpriteDefDown; break;

        case MasterDataDefineLabel.AilmentType.DEF_DMG_UP_NAUGHT: ret_val = m_SpriteDefDown; break;

        case MasterDataDefineLabel.AilmentType.DEF_DMG_UP_HEAL: ret_val = null; break;

        case MasterDataDefineLabel.AilmentType.HANDCARD_DEFAULT: ret_val = null; break;

        case MasterDataDefineLabel.AilmentType.POISON_MAXHP: ret_val = m_SpriteDeadlyPoison; break;     //!< 毒[最大HP割合]

        case MasterDataDefineLabel.AilmentType.NON_RECOVERY_ALL: ret_val = null; break;

        case MasterDataDefineLabel.AilmentType.AUTO_PLAY_SKILL: ret_val = null; break;

        default: break;
        }

        return(ret_val);
    }