void setupLineupButton() { // 通常ガチャ判定 m_LineupMaster[(int)Scratch.LineUp.Normal] = m_Master.fix_id; m_LineupMaster[(int)Scratch.LineUp.Rainbow] = (uint)m_Master.rainbow_decide; m_LineupMaster[(int)Scratch.LineUp.A] = 0; m_LineupMaster[(int)Scratch.LineUp.B] = 0; //前後半ガチャ判定 MasterDataGacha _secondMaster = MasterDataUtil.GetGroupGachaMaster(m_Master); if (_secondMaster != null) { DateTime startA = TimeUtil.GetDateTime(m_Master.timing_start); DateTime startB = TimeUtil.GetDateTime(_secondMaster.timing_start); if (startA < startB) { m_LineupMaster[(int)Scratch.LineUp.A] = m_Master.fix_id; m_LineupMaster[(int)Scratch.LineUp.B] = _secondMaster.fix_id; } else { m_LineupMaster[(int)Scratch.LineUp.A] = _secondMaster.fix_id; m_LineupMaster[(int)Scratch.LineUp.B] = m_Master.fix_id; } m_LineupMaster[(int)Scratch.LineUp.Normal] = 0; // 通常ラインナップを削除 } //ステップアップガチャ判定 if (m_Master.type == MasterDataDefineLabel.GachaType.STEP_UP) { m_LineupMaster[(int)Scratch.LineUp.Normal] = m_StepManageMaster.normal1_assign_id; m_LineupMaster[(int)Scratch.LineUp.Rainbow] = m_StepManageMaster.special_assign_id; } // ボタンの表示設定 IsLineUpNormal = (m_LineupMaster[(int)Scratch.LineUp.Normal] > 0); IsLineUpA = (m_LineupMaster[(int)Scratch.LineUp.A] > 0); IsLineUpB = (m_LineupMaster[(int)Scratch.LineUp.B] > 0); IsLineUpRainbow = (m_LineupMaster[(int)Scratch.LineUp.Rainbow] > 0); }