private void AddStateAnimation(int uniqId, StateStruct state)
        {
            var sprite = GetSprite(uniqId);

            state.StateTransform.localPosition = state.StateTransform.localPosition + new Vector3((-40f * (sprite.Statuses.Count - 1)), 10f, 0);
            state.StateTransform.DOLocalMoveY(0, 0.4f).Play();
            state.StateTransform.GetComponent <CanvasGroup>().alpha = 0;
            DOTween.To(() => state.StateTransform.GetComponent <CanvasGroup>().alpha,
                       (x) => state.StateTransform.GetComponent <CanvasGroup>().alpha = x, 1f, 0.4f).Play();
        }
 private void StateIconValueRefresh(StateStruct stateStruct, BattlerSerializableStatus state)
 {
     //数値表示させる場合
     if (StatusDictionary.IsValueView(state.type))
     {
         var text = stateStruct.StateTransform.Find("Value");
         text.GetComponent <TextMeshProUGUI>().text  = state.value.ToString();
         text.GetComponent <TextMeshProUGUI>().color = StatusDictionary.StatusValueColor(state.type);
     }
     //ターン数表示させる場合
     if (StatusDictionary.IsTurnStatus(state.type))
     {
         var text = stateStruct.StateTransform.Find("TurnValue");
         text.GetComponent <TextMeshProUGUI>().text = state.turn.ToString();
     }
 }
        private void AddStatusIcon(int uniqId)
        {
            var battler = BattlerDictionary.GetBattlerByUniqId(uniqId);
            var sprite  = GetSprite(uniqId);

            battler.status.ForEach(state =>
            {
                //まだ画面にステータスを表示させてない場合
                var stateStruct = sprite.Statuses.Find(f => f.Status.type == state.type);
                if (stateStruct == null)
                {
                    //ステータス表示させる必要がある時のみ
                    if (StatusDictionary.IsViewStatus(state.type))
                    {
                        StateStruct addStateStruct = new StateStruct
                        {
                            Status         = state,
                            StateTransform = Object.Instantiate((GameObject)Resources.Load("Prefabs/Battle/StateIcon"))
                                             .transform
                        };
                        var icon = addStateStruct.StateTransform.transform;

                        icon.GetComponent <Image>().sprite = Resources.Load <Sprite>("Sprites/Icons/Status/" + StatusDictionary.StatusIconName(state.type));

                        /*icon.GetComponent<Image>().sprite =
                         *  AssetDatabase.LoadAssetAtPath<Sprite>("Assets/Resources/Sprites/Icons/Status/" +
                         *                                        StatusDictionary.StatusIconName(state.type));*/


                        addStateStruct.StateTransform.transform.SetParent(sprite.StatusTransform,
                                                                          false);
                        sprite.Statuses.Add(addStateStruct);
                        StateIconValueRefresh(addStateStruct, state);
                        AddStateAnimation(uniqId, addStateStruct);
                    }
                }
                //すでに画面に表示させている場合は更新する
                else
                {
                    StateIconValueRefresh(stateStruct, state);
                }
            });
        }