/// <summary> /// スキル効果を適用 /// </summary> /// <param name="passive_skill_master"></param> /// <param name="member_index"></param> /// <param name="is_link_member"></param> /// <param name="dest_param_ai"></param> public void applySkill(MasterDataSkillPassive passive_skill_master, GlobalDefine.PartyCharaIndex member_index, bool is_link_member) { for (MasterDataDefineLabel.AutoPlaySkillType skill_type = MasterDataDefineLabel.AutoPlaySkillType.NONE + 1; skill_type < MasterDataDefineLabel.AutoPlaySkillType.MAX; skill_type++) { bool is_exist = passive_skill_master.Check_AutoPlaySkillType(skill_type); if (is_exist) { applySkill(skill_type, member_index, is_link_member); } } }