[SerializeField] private PieceList pieceList; // ピース情報 // Use this for initialization void Start() { EnemyParty = new DEFINE.Party( new DEFINE.Character(100, 10, DEFINE.PUZZLE_PIECE_SUIT.SPADE, DEFINE.PUZZLE_PIECE_SUIT.SPADE), // リーダー new DEFINE.Character(100, 10, DEFINE.PUZZLE_PIECE_SUIT.DIAMOND, DEFINE.PUZZLE_PIECE_SUIT.DIAMOND), // キャラ1(アイコン 左) new DEFINE.Character(100, 10, DEFINE.PUZZLE_PIECE_SUIT.HEART, DEFINE.PUZZLE_PIECE_SUIT.HEART), // キャラ2(アイコン 中) new DEFINE.Character(100, 10, DEFINE.PUZZLE_PIECE_SUIT.CLUB, DEFINE.PUZZLE_PIECE_SUIT.CLUB)); // キャラ3(アイコン 右) // パーティのライフを設定 PartyLife = EnemyParty.Chara_0.Life + EnemyParty.Chara_1.Life + EnemyParty.Chara_2.Life + EnemyParty.Chara_3.Life; PartyAttack = EnemyParty.Chara_0.Attack + EnemyParty.Chara_1.Attack + EnemyParty.Chara_2.Attack + EnemyParty.Chara_3.Attack; // 体力ゲージを設定 lifeGauge.SetGaugeMax(PartyLife); lifeGauge.SetGaugeValue(PartyLife); }