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; }