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@@ -495,7 +495,7 @@ public class TurnStateMachine : MonoBehaviourPunCallbacks
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}
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}
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#endregion
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#endregion
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- #region セキュリティを設置
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+ #region set up security
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foreach (Player player in gameContext.Players_ForNonTurnPlayer)
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foreach (Player player in gameContext.Players_ForNonTurnPlayer)
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{
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{
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yield return StartCoroutine(new IAddSecurityFromLibrary(player, 5).AddSecurity());
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yield return StartCoroutine(new IAddSecurityFromLibrary(player, 5).AddSecurity());
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@@ -522,7 +522,7 @@ public class TurnStateMachine : MonoBehaviourPunCallbacks
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}
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}
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#endregion
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#endregion
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- #region アクティブフェイズ
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+ #region Active Phase
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IEnumerator ActivePhase()
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IEnumerator ActivePhase()
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{
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{
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foreach (Permanent permanent in gameContext.TurnPlayer.GetFieldPermanents())
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foreach (Permanent permanent in gameContext.TurnPlayer.GetFieldPermanents())
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@@ -605,7 +605,7 @@ public class TurnStateMachine : MonoBehaviourPunCallbacks
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}
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}
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#endregion
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#endregion
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- #region ドローフェイズ
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+ #region Draw Phase
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IEnumerator DrawPhase()
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IEnumerator DrawPhase()
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{
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{
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//ターン終了チェック
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//ターン終了チェック
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@@ -650,7 +650,7 @@ public class TurnStateMachine : MonoBehaviourPunCallbacks
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}
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}
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#endregion
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#endregion
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- #region 育成フェイズ
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+ #region Breeding Phase
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IEnumerator BreedingPhase()
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IEnumerator BreedingPhase()
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{
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{
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//ターン終了チェック
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//ターン終了チェック
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@@ -797,7 +797,7 @@ public class TurnStateMachine : MonoBehaviourPunCallbacks
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}
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}
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#endregion
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#endregion
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- #region メインフェイズ
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+ #region main phase
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CardSource PlayCard { get; set; } = null;
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CardSource PlayCard { get; set; } = null;
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int TargetFrameID { get; set; } = 0;
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int TargetFrameID { get; set; } = 0;
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int[] JogressEvoRootsFrameIDs { get; set; } = new int[0];
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int[] JogressEvoRootsFrameIDs { get; set; } = new int[0];
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@@ -1299,7 +1299,7 @@ public class TurnStateMachine : MonoBehaviourPunCallbacks
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#endregion
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#endregion
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}
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}
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- #region メインフェイズの操作を追加
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+ #region Added main phase operations
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public IEnumerator SetMainPhase()
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public IEnumerator SetMainPhase()
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{
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{
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if (isSync)
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if (isSync)
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@@ -1316,12 +1316,12 @@ public class TurnStateMachine : MonoBehaviourPunCallbacks
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IsSelecting = false;
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IsSelecting = false;
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- #region リセット
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+ #region reset
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OffFieldCardTarget(gameContext.TurnPlayer);
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OffFieldCardTarget(gameContext.TurnPlayer);
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OffHandCardTarget(gameContext.TurnPlayer);
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OffHandCardTarget(gameContext.TurnPlayer);
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- #region 手札のカードを再配置
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+ #region rearrange cards in hand
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GManager.instance.You.HandTransform.GetComponent<GridLayoutGroup>().enabled = false;
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GManager.instance.You.HandTransform.GetComponent<GridLayoutGroup>().enabled = false;
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foreach (HandCard handCard in GManager.instance.You.HandCards.Map(cardSource => cardSource.ShowingHandCard).Filter(handCard => handCard != null)
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foreach (HandCard handCard in GManager.instance.You.HandCards.Map(cardSource => cardSource.ShowingHandCard).Filter(handCard => handCard != null)
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@@ -1339,7 +1339,7 @@ public class TurnStateMachine : MonoBehaviourPunCallbacks
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foreach (Player player in gameContext.Players)
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foreach (Player player in gameContext.Players)
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{
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{
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- #region 場のパーマネントをリセット
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+ #region Reset permanents in play
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foreach (FieldPermanentCard fieldPermanentCard in player.FieldPermanentObjects)
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foreach (FieldPermanentCard fieldPermanentCard in player.FieldPermanentObjects)
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{
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{
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fieldPermanentCard.RemoveSelectEffect();
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fieldPermanentCard.RemoveSelectEffect();
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@@ -1349,7 +1349,7 @@ public class TurnStateMachine : MonoBehaviourPunCallbacks
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}
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}
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#endregion
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#endregion
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- #region 手札のカードをリセット
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+ #region Reset cards in hand
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foreach (HandCard handCard in player.HandCardObjects)
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foreach (HandCard handCard in player.HandCardObjects)
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{
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{
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handCard.RemoveSelectEffect();
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handCard.RemoveSelectEffect();
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@@ -1379,17 +1379,17 @@ public class TurnStateMachine : MonoBehaviourPunCallbacks
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// added
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// added
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yield return new WaitWhile(() => isSync);
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yield return new WaitWhile(() => isSync);
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- #region クリック・ドラッグ操作
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+ #region Click/drag operation
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if (gameContext.TurnPlayer.isYou)
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if (gameContext.TurnPlayer.isYou)
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{
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{
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- #region 場のパーマネント
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+ #region permanent of the place
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foreach (FieldPermanentCard fieldPermanentCard in gameContext.TurnPlayer.FieldPermanentObjects)
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foreach (FieldPermanentCard fieldPermanentCard in gameContext.TurnPlayer.FieldPermanentObjects)
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{
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{
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if (fieldPermanentCard.gameObject.activeSelf && fieldPermanentCard.ThisPermanent.CanDeclareSkill() || fieldPermanentCard.ThisPermanent.CanAttack(null))
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if (fieldPermanentCard.gameObject.activeSelf && fieldPermanentCard.ThisPermanent.CanDeclareSkill() || fieldPermanentCard.ThisPermanent.CanAttack(null))
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{
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{
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fieldPermanentCard.OnSelectEffect(1.1f);
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fieldPermanentCard.OnSelectEffect(1.1f);
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- #region クリック操作を追加
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+ #region Add click operation
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fieldPermanentCard.AddClickTarget((_fieldUnitCard) => StartCoroutine(OnClick_Select()));
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fieldPermanentCard.AddClickTarget((_fieldUnitCard) => StartCoroutine(OnClick_Select()));
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IEnumerator OnClick_Select()
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IEnumerator OnClick_Select()
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@@ -1401,7 +1401,7 @@ public class TurnStateMachine : MonoBehaviourPunCallbacks
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IsSelecting = true;
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IsSelecting = true;
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- #region 他の場のカードをリセット
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+ #region Reset cards in other places
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foreach (FieldPermanentCard _fieldPermanentCard in gameContext.TurnPlayer.FieldPermanentObjects)
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foreach (FieldPermanentCard _fieldPermanentCard in gameContext.TurnPlayer.FieldPermanentObjects)
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{
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{
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if (_fieldPermanentCard != fieldPermanentCard)
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if (_fieldPermanentCard != fieldPermanentCard)
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@@ -1416,7 +1416,7 @@ public class TurnStateMachine : MonoBehaviourPunCallbacks
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}
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}
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#endregion
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#endregion
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- #region 手札のカードをリセット
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+ #region Reset cards in hand
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foreach (HandCard handCard in gameContext.TurnPlayer.HandCardObjects)
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foreach (HandCard handCard in gameContext.TurnPlayer.HandCardObjects)
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{
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{
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handCard.RemoveSelectEffect();
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handCard.RemoveSelectEffect();
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@@ -1427,7 +1427,7 @@ public class TurnStateMachine : MonoBehaviourPunCallbacks
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List<CardCommand> FieldUnitCommands = new List<CardCommand>();
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List<CardCommand> FieldUnitCommands = new List<CardCommand>();
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- #region 起動型効果
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+ #region activated effect
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if (fieldPermanentCard.ThisPermanent.CanDeclareSkill())
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if (fieldPermanentCard.ThisPermanent.CanDeclareSkill())
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{
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{
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List<ICardEffect> cardEffects = new List<ICardEffect>();
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List<ICardEffect> cardEffects = new List<ICardEffect>();
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@@ -1450,7 +1450,7 @@ public class TurnStateMachine : MonoBehaviourPunCallbacks
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void OnClick_SetUseSkillPermanent_RPC()
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void OnClick_SetUseSkillPermanent_RPC()
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{
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{
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- #region 場のカードをリセット
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+ #region Reset cards on the field
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foreach (Player player in gameContext.Players)
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foreach (Player player in gameContext.Players)
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{
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{
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foreach (FieldPermanentCard _fieldUnitCard in player.FieldPermanentObjects)
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foreach (FieldPermanentCard _fieldUnitCard in player.FieldPermanentObjects)
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@@ -1470,7 +1470,7 @@ public class TurnStateMachine : MonoBehaviourPunCallbacks
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}
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}
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#endregion
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#endregion
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- #region 攻撃
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+ #region attack
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if (fieldPermanentCard.ThisPermanent.IsDigimon)
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if (fieldPermanentCard.ThisPermanent.IsDigimon)
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{
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{
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CardCommand SkillCommand = new CardCommand("Attack", () => StartCoroutine(OnClick_SetAttack_RPC()), fieldPermanentCard.ThisPermanent.CanAttack(null), DataBase.CommandColor_Attack);
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CardCommand SkillCommand = new CardCommand("Attack", () => StartCoroutine(OnClick_SetAttack_RPC()), fieldPermanentCard.ThisPermanent.CanAttack(null), DataBase.CommandColor_Attack);
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@@ -1480,7 +1480,7 @@ public class TurnStateMachine : MonoBehaviourPunCallbacks
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{
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{
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if (fieldPermanentCard.ThisPermanent.CanAttack(null))
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if (fieldPermanentCard.ThisPermanent.CanAttack(null))
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{
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{
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- #region 場のカードをリセット
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+ #region Reset cards on the field
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foreach (Player player in gameContext.Players)
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foreach (Player player in gameContext.Players)
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{
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{
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foreach (FieldPermanentCard _fieldUnitCard in player.FieldPermanentObjects)
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foreach (FieldPermanentCard _fieldUnitCard in player.FieldPermanentObjects)
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@@ -1497,7 +1497,7 @@ public class TurnStateMachine : MonoBehaviourPunCallbacks
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}
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}
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#endregion
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#endregion
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- #region 直接攻撃のみ選択可能な場合
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+ #region When only direct attack is available
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if (fieldPermanentCard.ThisPermanent.CanAttackTargetDigimon(null, null) && gameContext.NonTurnPlayer.GetBattleAreaDigimons().Count((permanent) => fieldPermanentCard.ThisPermanent.CanAttackTargetDigimon(permanent, null)) == 0)
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if (fieldPermanentCard.ThisPermanent.CanAttackTargetDigimon(null, null) && gameContext.NonTurnPlayer.GetBattleAreaDigimons().Count((permanent) => fieldPermanentCard.ThisPermanent.CanAttackTargetDigimon(permanent, null)) == 0)
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{
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{
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if (fieldPermanentCard.ThisPermanent.CanAttackTargetDigimon(null, null))
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if (fieldPermanentCard.ThisPermanent.CanAttackTargetDigimon(null, null))
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@@ -1572,7 +1572,7 @@ public class TurnStateMachine : MonoBehaviourPunCallbacks
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}
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}
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#endregion
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#endregion
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- #region 場のキャラを攻撃可能な場合
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+ #region When it is possible to attack characters on the field
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else if (gameContext.NonTurnPlayer.GetBattleAreaDigimons().Count((permanent) => fieldPermanentCard.ThisPermanent.CanAttackTargetDigimon(permanent, null)) >= 1)
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else if (gameContext.NonTurnPlayer.GetBattleAreaDigimons().Count((permanent) => fieldPermanentCard.ThisPermanent.CanAttackTargetDigimon(permanent, null)) >= 1)
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{
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{
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bool doAttack = false;
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bool doAttack = false;
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@@ -1954,17 +1954,17 @@ public class TurnStateMachine : MonoBehaviourPunCallbacks
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}
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}
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#endregion
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#endregion
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- #region 手札のカード
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+ #region cards in hand
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foreach (HandCard handCard in gameContext.TurnPlayer.HandCardObjects)
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foreach (HandCard handCard in gameContext.TurnPlayer.HandCardObjects)
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{
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{
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- #region ドラッグしてプレイ
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+ #region drag and play
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if (handCard.cardSource.CanPlayFromHandDuringMainPhase)
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if (handCard.cardSource.CanPlayFromHandDuringMainPhase)
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{
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{
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handCard.SetBlueOutline();
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handCard.SetBlueOutline();
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handCard.AddDragTarget(BeginDrag, OnDropCard, OnDragCard);
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handCard.AddDragTarget(BeginDrag, OnDropCard, OnDragCard);
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- #region ドラッグ開始時
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+ #region At the start of drag
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void BeginDrag(HandCard handCard1)
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void BeginDrag(HandCard handCard1)
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{
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{
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if (isSync)
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if (isSync)
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@@ -2473,7 +2473,7 @@ public class TurnStateMachine : MonoBehaviourPunCallbacks
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}
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}
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#endregion
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#endregion
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- #region ドラッグ中
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+ #region While dragging
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void OnDragCard(List<DropArea> dropAreas)
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void OnDragCard(List<DropArea> dropAreas)
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{
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{
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if (isSync)
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if (isSync)
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@@ -2648,7 +2648,7 @@ public class TurnStateMachine : MonoBehaviourPunCallbacks
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}
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}
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#endregion
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#endregion
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- #region クリックして起動効果宣言
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+ #region Click to declare activation effect
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if (handCard.cardSource.CanDeclareSkill)
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if (handCard.cardSource.CanDeclareSkill)
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{
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{
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handCard.SetOrangeOutline();
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handCard.SetOrangeOutline();
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@@ -2668,7 +2668,7 @@ public class TurnStateMachine : MonoBehaviourPunCallbacks
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IsSelecting = true;
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IsSelecting = true;
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- #region 場のカードをリセット
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+ #region Reset cards on the field
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foreach (FieldPermanentCard fieldPermanentCard in gameContext.TurnPlayer.FieldPermanentObjects)
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foreach (FieldPermanentCard fieldPermanentCard in gameContext.TurnPlayer.FieldPermanentObjects)
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{
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{
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fieldPermanentCard.RemoveSelectEffect();
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fieldPermanentCard.RemoveSelectEffect();
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@@ -2684,7 +2684,7 @@ public class TurnStateMachine : MonoBehaviourPunCallbacks
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}
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}
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#endregion
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#endregion
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- #region 手札のカードをリセット
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+ #region Reset cards in hand
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foreach (HandCard handCard1 in gameContext.TurnPlayer.HandCardObjects)
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foreach (HandCard handCard1 in gameContext.TurnPlayer.HandCardObjects)
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{
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{
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handCard.Outline_Select.gameObject.SetActive(false);
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handCard.Outline_Select.gameObject.SetActive(false);
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@@ -2696,7 +2696,7 @@ public class TurnStateMachine : MonoBehaviourPunCallbacks
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List<CardCommand> FieldUnitCommands = new List<CardCommand>();
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List<CardCommand> FieldUnitCommands = new List<CardCommand>();
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- #region 起動効果コマンドを開く
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+ #region Open launch effect command
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if (handCard.cardSource.CanDeclareSkill)
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if (handCard.cardSource.CanDeclareSkill)
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{
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{
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List<ICardEffect> cardEffects = new List<ICardEffect>();
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List<ICardEffect> cardEffects = new List<ICardEffect>();
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@@ -2719,7 +2719,7 @@ public class TurnStateMachine : MonoBehaviourPunCallbacks
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void OnClick_SetUseSkillUnit_RPC()
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void OnClick_SetUseSkillUnit_RPC()
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{
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{
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- #region 場のカードをリセット
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+ #region Reset cards on the field
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foreach (Player player in gameContext.Players)
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foreach (Player player in gameContext.Players)
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{
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{
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foreach (FieldPermanentCard fieldPermanentCard in player.FieldPermanentObjects)
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foreach (FieldPermanentCard fieldPermanentCard in player.FieldPermanentObjects)
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@@ -2733,7 +2733,7 @@ public class TurnStateMachine : MonoBehaviourPunCallbacks
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}
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}
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#endregion
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#endregion
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- #region 手札のカードをリセット
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+ #region Reset cards in hand
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foreach (HandCard handCard1 in gameContext.TurnPlayer.HandCardObjects)
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foreach (HandCard handCard1 in gameContext.TurnPlayer.HandCardObjects)
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{
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{
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handCard.Outline_Select.gameObject.SetActive(false);
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handCard.Outline_Select.gameObject.SetActive(false);
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@@ -2907,7 +2907,7 @@ public class TurnStateMachine : MonoBehaviourPunCallbacks
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}
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}
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#endregion
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#endregion
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- #region UI表示・クリック・ドラッグ操作をリセット
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+ #region Reset UI display/click/drag operations
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void ResetUI()
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void ResetUI()
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{
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{
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foreach (Player player in gameContext.Players)
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foreach (Player player in gameContext.Players)
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@@ -3027,15 +3027,15 @@ public class TurnStateMachine : MonoBehaviourPunCallbacks
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#endregion
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#endregion
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- #region 終了フェイズ
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+ #region end phase
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public bool Passed { get; set; } = true;
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public bool Passed { get; set; } = true;
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IEnumerator EndPhase()
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IEnumerator EndPhase()
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{
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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($"\nEnd Turn:\n{gameContext.TurnPlayer.PlayerName}\n");
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GManager.instance.playLog.AddLogString($"\nEnd Turn:\n{gameContext.TurnPlayer.PlayerName}\n");
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#endregion
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#endregion
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- #region 選択状態を解除
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+ #region Deselect
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OffHandCardTarget(gameContext.TurnPlayer);
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OffHandCardTarget(gameContext.TurnPlayer);
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OffFieldCardTarget(gameContext.TurnPlayer);
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OffFieldCardTarget(gameContext.TurnPlayer);
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#endregion
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#endregion
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@@ -3048,10 +3048,10 @@ public class TurnStateMachine : MonoBehaviourPunCallbacks
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isFirstPlayerFirstTurn = false;
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isFirstPlayerFirstTurn = false;
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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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yield return ContinuousController.instance.StartCoroutine(GManager.instance.autoProcessing.AutoProcessCheck());
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- #region ターン終了時までの状態をリセット
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+ #region Reset status until end of turn
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GManager.instance.attackProcess.AttackCount = 0;
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GManager.instance.attackProcess.AttackCount = 0;
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foreach (Player player in gameContext.Players)
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foreach (Player player in gameContext.Players)
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@@ -3083,7 +3083,7 @@ public class TurnStateMachine : MonoBehaviourPunCallbacks
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}
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}
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#endregion
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#endregion
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- #region 効果の使用回数をリセット
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+ #region Reset the number of times the effect is used
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foreach (CardSource cardSource in gameContext.ActiveCardList)
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foreach (CardSource cardSource in gameContext.ActiveCardList)
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{
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{
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cardSource.cEntity_EffectController.InitUseCountThisTurn();
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cardSource.cEntity_EffectController.InitUseCountThisTurn();
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@@ -3123,7 +3123,7 @@ public class TurnStateMachine : MonoBehaviourPunCallbacks
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#endregion
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#endregion
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#endregion
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#endregion
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- #region ゲーム終了
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+ #region Game over
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public bool endGame { get; set; } = false;
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public bool endGame { get; set; } = false;
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public void OnClickSurrenderButton()
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public void OnClickSurrenderButton()
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{
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{
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