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@@ -30,7 +30,7 @@ public class TurnStateMachine : MonoBehaviourPunCallbacks
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public int TurnCount { get; set; } = 0;
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public bool isSecurityCehck { get; set; } = false;
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- #region 初期化
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+ #region Initialization
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public IEnumerator Init()
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@@ -297,7 +297,7 @@ public class TurnStateMachine : MonoBehaviourPunCallbacks
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}
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#endregion
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- #region ターンの進行を管理
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+ #region Manage turn progress
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public IEnumerator GameStateMachine()
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{
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yield return StartCoroutine(StartGame());
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@@ -334,7 +334,7 @@ public class TurnStateMachine : MonoBehaviourPunCallbacks
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}
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#endregion
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- #region ゲーム開始時
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+ #region At the start of the game
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public bool DoneStartGame { get; set; } = false;
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bool _isRedraw = false;
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@@ -822,12 +822,12 @@ public class TurnStateMachine : MonoBehaviourPunCallbacks
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goto EndMainPhase;
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}
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- #region ログ追加
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+ #region Add log
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GManager.instance.playLog.AddLogString($"\nMain Phase:\n{gameContext.TurnPlayer.PlayerName}\n");
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#endregion
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- #region 手札のカードと場のカードの選択状態をリセット
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+ #region Reset the selection status of cards in your hand and cards on the field.
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OffHandCardTarget(gameContext.TurnPlayer);
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OffFieldCardTarget(gameContext.TurnPlayer);
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#endregion
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@@ -841,10 +841,10 @@ public class TurnStateMachine : MonoBehaviourPunCallbacks
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yield return new WaitWhile(() => !GManager.instance.showPhaseNotificationObject.isClose);
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- // メインフェイズ開始時の効果
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+ // Effects at the start of main phase
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yield return ContinuousController.instance.StartCoroutine(GManager.instance.autoProcessing.StackSkillInfos(null, EffectTiming.OnStartMainPhase));
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- // 自動処理チェックタイミング
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+ // Automatic processing check timing
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yield return ContinuousController.instance.StartCoroutine(GManager.instance.autoProcessing.AutoProcessCheck());
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isSync = false;
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@@ -878,7 +878,7 @@ public class TurnStateMachine : MonoBehaviourPunCallbacks
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return false;
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}
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- #region ターンプレイヤーが選択できるまで繰り返し
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+ #region Repeat until turn player selects
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while (!endGame)
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{
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yield return GManager.instance.photonWaitController.StartWait("SetHandCardPlayablity");
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@@ -1206,7 +1206,7 @@ public class TurnStateMachine : MonoBehaviourPunCallbacks
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EndMainPhase:;
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- #region メインフェイズ終了
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+ #region Main phase ends
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GManager.instance.selectCommandPanel.CloseSelectCommandPanel();
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GManager.instance.commandText.CloseCommandText();
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@@ -1234,19 +1234,19 @@ public class TurnStateMachine : MonoBehaviourPunCallbacks
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ResetMainPhaseParameter();
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#endregion
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- //自動処理チェックタイミング
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+ //Automatic processing check timing
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yield return ContinuousController.instance.StartCoroutine(GManager.instance.autoProcessing.AutoProcessCheck());
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//ターン終了
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- #region パラメータリセット
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+ #region Parameter reset
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void ResetMainPhaseParameter()
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{
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GManager.instance.OffTargetArrow();
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GManager.instance.memoryObject.OffMemoryPredictionLine();
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- #region 手札のカードと場のカードと枠の表示をリセット
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+ #region Reset the display of cards in hand, cards on the field, and frames
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foreach (Player player in gameContext.Players)
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{
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foreach (FieldCardFrame fieldCardFrame in player.fieldCardFrames)
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@@ -1276,7 +1276,7 @@ public class TurnStateMachine : MonoBehaviourPunCallbacks
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}
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#endregion
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- #region 手札と場のカードをリセット
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+ #region Reset cards in hand and field
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OffHandCardTarget(gameContext.TurnPlayer);
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OffFieldCardTarget(gameContext.TurnPlayer);
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@@ -2960,7 +2960,7 @@ public class TurnStateMachine : MonoBehaviourPunCallbacks
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}
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#endregion
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- #region 起動効果パーマネント決定
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+ #region Activation effect permanent determination
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[PunRPC]
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public void SetActSkill(int permanentIndex, int skillIndex)
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{
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@@ -2973,7 +2973,7 @@ public class TurnStateMachine : MonoBehaviourPunCallbacks
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}
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#endregion
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- #region 起動効果カード決定
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+ #region Activation effect card determination
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[PunRPC]
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public void SetActCardSkill(int cardIndex, int skillIndex)
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{
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@@ -2986,7 +2986,7 @@ public class TurnStateMachine : MonoBehaviourPunCallbacks
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}
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#endregion
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- #region プレイカード決定
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+ #region Play card decision
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[PunRPC]
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public void SetPlayCard(int cardIndex, int TargetFrameID, int[] JogressEvoRootsFrameIDs, int BurstTamerFrameID)
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{
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@@ -3010,7 +3010,7 @@ public class TurnStateMachine : MonoBehaviourPunCallbacks
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}
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#endregion
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- #region 攻撃パーマネント決定
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+ #region Attack permanent determination
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[PunRPC]
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public void SetAttackingPermaent(int permanentIndex, int attackTargetPermanentIndex)
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{
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