/// <summary> /// ステータスの設定:テキストリストの追加 /// </summary> /// <param name="sortType"></param> void AddStatusText(MAINMENU_SORT_SEQ sortType) { switch (sortType) { case MAINMENU_SORT_SEQ.SEQ_SORT_TYPE_COST: StatusTextList.Add(UnitParam.cost.ToString()); break; case MAINMENU_SORT_SEQ.SEQ_SORT_TYPE_RARE: StatusTextList.Add(GameTextUtil.GetSortDialogRareText(CharaMasterData.rare)); break; case MAINMENU_SORT_SEQ.SEQ_SORT_TYPE_KIND: StatusTextList.Add(GameTextUtil.GetSortDialogKindText(CharaMasterData.kind)); if (CharaMasterData.sub_kind == MasterDataDefineLabel.KindType.NONE) { StatusTextList.Add(GameTextUtil.GetSortDialogKindText(CharaMasterData.kind)); } else { StatusTextList.Add(GameTextUtil.GetSortDialogKindText(CharaMasterData.sub_kind)); } break; case MAINMENU_SORT_SEQ.SEQ_SORT_TYPE_HP: StatusTextList.Add(UnitParam.hp.ToString()); break; case MAINMENU_SORT_SEQ.SEQ_SORT_TYPE_ATTACK: StatusTextList.Add(UnitParam.pow.ToString()); break; case MAINMENU_SORT_SEQ.SEQ_SORT_TYPE_ID: StatusTextList.Add(string.Format(GameTextUtil.GetText("unit_status1"), CharaMasterData.draw_id)); break; case MAINMENU_SORT_SEQ.SEQ_SORT_TYPE_LIMIT_OVER: StatusTextList.Add(UnitData.limitover_lv.ToString()); break; case MAINMENU_SORT_SEQ.SEQ_SORT_TYPE_CHARM: StatusTextList.Add(string.Format("{0:0.0}", UnitParam.charm)); break; case MAINMENU_SORT_SEQ.SEQ_SORT_TYPE_PLUS: StatusTextList.Add(string.Format("{0}", UnitData.add_hp + UnitData.add_pow)); break; case MAINMENU_SORT_SEQ.SEQ_SORT_TYPE_LEVEL: if (CharaMasterData != null) { if (UnitData.level >= CharaMasterData.level_max) { StatusTextList.Add(unit_status18); } else { StatusTextList.Add(UnitData.level.ToString()); } } else { StatusTextList.Add(UnitData.level.ToString()); } break; } }