// Update is called once per frame void Update() { _characterSelector.TeamApper(); _characterSelector.EnemyTeamApper(); for (int i = 0; i < _posUi.Length; i++) { if (_posUi [i].activeInHierarchy) { _characterWalk [i].CharaTrigger(false); _characterWalk [5].CharaTrigger(false); _characterWalk [6].CharaTrigger(false); _characterWalk [7].CharaTrigger(false); _characterWalk [8].CharaTrigger(false); _characterWalk [9].CharaTrigger(false); } } if (_determination) { MoveRestriction(_determinationNum); _determination = false; } PosUiCharaRestraction(); // for (int i = 0; i < 10; i++) { if (_characterWalk[i].CharaSet()) { _characterWalk[i].TargetDisplay(true); } else { _characterWalk[i].TargetDisplay(false); } } CutinRingOut(); AttackMoveRestraction(); if (_team[0].activeInHierarchy) { ActionFuroideEnd( ); } if (_team[1].activeInHierarchy) { ActionSwiftEnd( ); } FuroideSkillButtonRestractionn(); }