private void EffectCustomExe(EffectController effectCtrl, int customSystem, float effectValue) { switch (customSystem) { case CUSTOM_SYSTEM_EFFECT_DAMAGE: //effect:ダメージ effectCtrl.CustomDamage((int)effectValue); break; case CUSTOM_SYSTEM_EFFECT_DPS: //effect:ダメージ/秒 effectCtrl.CustomDPS((int)effectValue); break; case CUSTOM_SYSTEM_EFFECT_SCALE: //effect:スケール effectCtrl.CustomEndScale(effectValue); break; case CUSTOM_SYSTEM_EFFECT_TIME: //ActiveTime effectCtrl.CustomActiveTime(effectValue); break; case CUSTOM_SYSTEM_EFFECT_DISTANCE: //ActiveDistance effectCtrl.CustomActiveDistance(effectValue); break; case CUSTOM_SYSTEM_EFFECT_SPAWN_OBJECT: //BreakEffect effectCtrl.CustomBreakEffect(addObject); break; case CUSTOM_SYSTEM_EFFECT_DEBUFF_ATTACK: //debuff:attack effectCtrl.CustomDebuffAttack(effectValue); break; case CUSTOM_SYSTEM_EFFECT_DEBUFF_SP: //debuff:sp effectCtrl.CustomDebuffSp(effectValue); break; case CUSTOM_SYSTEM_EFFECT_DEBUFF_AVOID: //debuff:avoid effectCtrl.CustomDebuffAvoid(effectValue); break; case CUSTOM_SYSTEM_EFFECT_DEBUFF_SPEED: //debuff:speed effectCtrl.CustomDebuffSpeed(effectValue); break; case CUSTOM_SYSTEM_EFFECT_DEBUFF_DEFENCE: //debuff:defence effectCtrl.CustomDebuffDefence(effectValue); break; case CUSTOM_SYSTEM_EFFECT_DEBUFF_TIME: //debuff:time effectCtrl.CustomDebuffTime(effectValue); break; } }