//弾丸強化実行 protected virtual void BulletCustomExe(BulletController bulletCtrl, int customSystem, float effectValue) { switch (customSystem) { case CUSTOM_SYSTEM_DAMAGE: //ダメージアップ bulletCtrl.CustomDamage((int)effectValue); break; case CUSTOM_SYSTEM_TURN_SPEED: //旋回速度UP bulletCtrl.CustomTurnSpeed(effectValue); break; case CUSTOM_SYSTEM_COLLIDER: //判定拡大 bulletCtrl.CustomCollider(effectValue); break; case CUSTOM_SYSTEM_ACTIVE_TIME: //ActiveTime bulletCtrl.CustomActiveTime(effectValue); break; case CUSTOM_SYSTEM_ACTIVE_DISTANCE: //ActiveDistance bulletCtrl.CustomActiveDistance(effectValue); break; case CUSTOM_SYSTEM_STUCK_TIME: //StuckTime bulletCtrl.CustomStuckTime(effectValue); break; case CUSTOM_SYSTEM_KNOCKBACK: //Knockback bulletCtrl.CustomKnockBack(effectValue); break; case CUSTOM_SYSTEM_HIT_EFFECT: //HitEffect bulletCtrl.CustomHitEffect(addObject); break; case CUSTOM_SYSTEM_BREAK_EFFECT: //BreakEffect bulletCtrl.CustomBreakEffect(addObject); break; case CUSTOM_SYSTEM_SPEED: //Speed bulletCtrl.CustomSpeed(effectValue); break; case CUSTOM_SYSTEM_SCALE: //Scale bulletCtrl.CustomScale(effectValue); break; case CUSTOM_SYSTEM_LOCK_TIME: //Scale bulletCtrl.CustomLockTime(effectValue); break; case CUSTOM_SYSTEM_LOCKED_SPEED_RATE: //Scale bulletCtrl.CustomLockedSpeedRate(effectValue); break; case CUSTOM_SYSTEM_LOCKED_TURN_RATE: //Scale bulletCtrl.CustomLockedTurnRate(effectValue); break; case CUSTOM_SYSTEM_PHYSICS_BREAK: bulletCtrl.CustomPhysicsBreak(effectValue == 1); break; case CUSTOM_SYSTEM_ENERGY_BREAK: bulletCtrl.CustomEnergyBreak(effectValue == 1); break; case CUSTOM_SYSTEM_HIT_BREAK: bulletCtrl.CustomHitBreak(effectValue == 1); break; case CUSTOM_SYSTEM_SAFETY_TIME: bulletCtrl.CustomSafetyTime(effectValue); break; case CUSTOM_SYSTEM_DEBUFF_ATTACK: //debuff:attack bulletCtrl.CustomDebuffAttack(effectValue); break; case CUSTOM_SYSTEM_DEBUFF_SP: //debuff:sp bulletCtrl.CustomDebuffSp(effectValue); break; case CUSTOM_SYSTEM_DEBUFF_AVOID: //debuff:avoid bulletCtrl.CustomDebuffAvoid(effectValue); break; case CUSTOM_SYSTEM_DEBUFF_SPEED: //debuff:speed bulletCtrl.CustomDebuffSpeed(effectValue); break; case CUSTOM_SYSTEM_DEBUFF_DEFENCE: //debuff:defence bulletCtrl.CustomDebuffDefence(effectValue); break; case CUSTOM_SYSTEM_DEBUFF_TIME: //debuff:time bulletCtrl.CustomDebuffTime(effectValue); break; } }