public void setupEnemyAbilityInfo(BattleEnemy enemy) { //-------------------------------- // エネミーマスターを取得 //-------------------------------- MasterDataParamEnemy enemyMaster = enemy.getMasterDataParamEnemy(); if (enemyMaster == null) { return; } AddAbilityInfo(GameTextUtil.GetText("battle_infotext2"), -1); // 特性を配列化 uint[] enemyAbility = enemy.getEnemyAbilitys(); int[] enemy_ability_turns = enemy.getEnemyAbilityTurns(); //-------------------------------- // 所持特性を全チェック //-------------------------------- bool is_write = false; for (int num = 0; num < enemyAbility.Length; ++num) { if (enemyAbility[num] == 0) { continue; } // 特性マスターを取得 MasterDataEnemyAbility abilityMaster = MasterDataUtil.GetEnemyAbilityParamFromID((int)enemyAbility[num]); if (abilityMaster == null) { continue; } // 表示文を取得 int enemy_ability_turn = enemy_ability_turns[num]; if (abilityMaster.name != "") { AddAbilityInfo(abilityMaster.name, enemy_ability_turn); enemy_ability_turn = 0; } if (abilityMaster.detail != "") { AddAbilityInfo(abilityMaster.detail, enemy_ability_turn); } is_write = true; } if (is_write) { // 何か敵特性があるときは、状態異常表示の前に空行がある AddAbilityInfo("", -1); } else { AddAbilityInfo("-", -1); } }