public void UpdateStatus(PlayerActor currentPlayer)
    {
        //		m_useLabel.label.text = (m_currentPlayer.CanEatItem(currentIndex) ? "たべる" : "つかう");
        //		m_equipLabel.label.text = (m_currentPlayer.IsEquippingItem(currentIndex) ? "はずす" : "みにつける");

        string statusStr = string.Empty;
        // TODO:
        //		if(currentPlayer.IsPoison) {
        //			statusStr += "どく "
        //		}

        string nameText = string.Format (nameFormat,	// 5 items
                                         currentPlayer.charName,
                                         (int)currentPlayer.level, // level
                                         (int)currentPlayer.exp, // exp
                                         (int)(currentPlayer.nextExp - currentPlayer.exp), // nextexp
                                         statusStr 		//status
                                         );
        string statusText = string.Format (leftStatusFormat,	// 23 items
                                         currentPlayer.hp,
                                         currentPlayer.hpMax,
                                         currentPlayer.Hunger,
                                         currentPlayer.hungerMax,
                                           currentPlayer.AP (ElementType.ET_Physical ),
                                           currentPlayer.AP (ElementType.ET_Fire	),
                                           currentPlayer.AP (ElementType.ET_Ice		),
                                           currentPlayer.AP (ElementType.ET_Electric),
                                           currentPlayer.AP (ElementType.ET_Poison	),
                                           currentPlayer.AP (ElementType.ET_Dark	),
                                           currentPlayer.AP (ElementType.ET_Holy	),
                                           currentPlayer.AP (ElementType.ET_Psycho	),
                                           currentPlayer.DP (ElementType.ET_Physical ),
                                           currentPlayer.DP (ElementType.ET_Fire	),
                                           currentPlayer.DP (ElementType.ET_Ice		),
                                           currentPlayer.DP (ElementType.ET_Electric),
                                           currentPlayer.DP (ElementType.ET_Poison	),
                                           currentPlayer.DP (ElementType.ET_Dark	),
                                           currentPlayer.DP (ElementType.ET_Holy	),
                                           currentPlayer.DP (ElementType.ET_Psycho	),
                                         currentPlayer.agility,
                                         (currentPlayer.armedWeapon == null ? "なし" : currentPlayer.armedWeapon.itemName),
                                         (currentPlayer.armedShield == null ? "なし" : currentPlayer.armedShield.itemName)
                                         );

        string itemlistText = "";
        foreach(ItemEntity e in currentPlayer.items) {
            itemlistText += e.itemName;
            itemlistText += "\n";
        }

        m_charaInfoStatusLabel.label.text = nameText;
        m_leftStatusLabel.label.text = statusText;
        m_rightStatusLabel.label.text = itemlistText;
    }