質問編集履歴
2
コード全文追記
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自作したクラスを配列で扱うために、
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```C#
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```MasterData.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class
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public class MasterData : MonoBehaviour
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{
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public static AllyMemberStatus[] AllyMemberStatusArray; //冒険者パーティー。一覧。
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public static AllyMemberStatus[] AllyMemberSelectedArray;//パーティ選出メンバー管理用。
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// Start is called before the first frame update
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void Start()
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{
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DontDestroyOnLoad(this);
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bool InitialGame = true;
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var AllyMemberStatusList = new List<AllyMemberStatus>();
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if (InitialGame)
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{
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AllyStatus a1 = Resources.Load<AllyStatus>("AllyStatus/いち/1");
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AllyMemberStatus aa1 = new AllyMemberStatus();
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aa1 = a1.GetAllyMemberStatus();
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AllyMemberStatusArray = new AllyMemberStatus[1] {aa1};
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AllyStatus a2 = Resources.Load<AllyStatus>("AllyStatus/に/1");
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AllyMemberStatus aa2 = new AllyMemberStatus();
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aa2 = a2.GetAllyMemberStatus();
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System.Array.Resize(ref AllyMemberStatusArray, AllyMemberStatusArray.Length + 1);
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AllyMemberStatusArray[AllyMemberStatusArray.Length - 1] = aa2;
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AllyMemberSelectedArray = new AllyMemberStatus[2] { aa1, aa2 };
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Debug.Log(AllyMemberStatusArray[0].GetCharactorName());
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Debug.Log(AllyMemberStatusArray[1].GetCharactorName());
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InitialGame = false;
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}
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}
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// Update is called once per frame
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void Update()
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{
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}
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}
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-----------------------------------------
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「AllyStatus.cs」
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```
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```AllyStatus.cs
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public string memberName;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using UnityEngine.UI;
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[Serializable]
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[CreateAssetMenu(fileName = "AllyStatus" , menuName = "CreateAllyStatus")]
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public class AllyStatus : CharactorsStatus
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{
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}
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```
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```CharactorStatus.cs
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using UnityEngine.UI;
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[Serializable]
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public abstract class CharactorsStatus : ScriptableObject
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{
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[SerializeField]
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private string charactorName = " ";
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[SerializeField]
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private string CharactorID = System.Guid.NewGuid().ToString("N");
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[SerializeField]
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private int level = 1;
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[SerializeField]
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private JobType.JobKind jobType =JobType.JobKind.戦士;
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[SerializeField]
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private JobType.JobName jobName = JobType.JobName.戦士;
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[SerializeField]
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private WeaponEnum.AllWeapon equipWeapon;
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[SerializeField]
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private int earnedExperience = 0;
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[SerializeField]
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private int nextLvUpExperience = 0;
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[SerializeField]
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private int maxHP = 100;
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[SerializeField]
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private int nowHP = 100;
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[SerializeField]
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private int maxMP = 30;
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[SerializeField]
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private int nowMP = 30;
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[SerializeField]
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private int ATK = 20;
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[SerializeField]
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private int DEF = 10;
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[SerializeField]
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private int INT = 15;
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[SerializeField]
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private int MND = 10;
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[SerializeField]
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private int DEX = 10;
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[SerializeField]
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private int AGI = 10;
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[SerializeField]
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private int CRI = 5;
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[SerializeField]
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private bool isPoisonState = false;
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[SerializeField]
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private bool isNumbnessState = false;
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[SerializeField]
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private bool isSelected = false;
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/*上記の要素すべてのget setは省略。*/
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public AllyMemberStatus GetAllyMemberStatus()
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{
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AllyMemberStatus allyMemberStatus = new AllyMemberStatus();
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allyMemberStatus.SetCharactorName(charactorName);
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allyMemberStatus.SetCharactorID(CharactorID);
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allyMemberStatus.SetLevel(level);
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allyMemberStatus.SetJobType(jobType);
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allyMemberStatus.SetJobName(jobName);
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allyMemberStatus.SetEquipWeapon(equipWeapon);
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allyMemberStatus.SetEarnedExperience(earnedExperience);
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allyMemberStatus.SetNextLvUpExperience(nextLvUpExperience);
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allyMemberStatus.SetMaxHP(maxHP);
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allyMemberStatus.SetNowHP(nowHP);
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allyMemberStatus.SetMaxMP(maxMP);
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allyMemberStatus.SetNowMP(nowMP);
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allyMemberStatus.SetATK(ATK);
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allyMemberStatus.SetDEF(DEF);
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allyMemberStatus.SetINT(INT);
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allyMemberStatus.SetMND(MND);
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allyMemberStatus.SetDEX(DEX);
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allyMemberStatus.SetAGI(AGI);
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allyMemberStatus.SetCRI(CRI);
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return allyMemberStatus;
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}
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// Start is called before the first frame update
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void Start()
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{
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DontDestroyOnLoad(this);
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}
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}
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```
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```AllyMemberStatus
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class AllyMemberStatus : MonoBehaviour
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{
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public static string charactorName = " ";
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public static string CharactorID;
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public static int level = 1;
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public static JobType.JobKind jobType = JobType.JobKind.戦士;
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public static JobType.JobName jobName = JobType.JobName.戦士;
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public static WeaponEnum.AllWeapon equipWeapon;
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public static int earnedExperience = 0;
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public static int nextLvUpExperience = 0;
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public static int maxHP = 100;
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public static int nowHP = 100;
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public static int maxMP = 30;
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public static int nowMP = 30;
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public static int ATK = 20;
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public static int DEF = 10;
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public static int INT = 15;
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public static int MND = 10;
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public static int DEX = 10;
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public static int AGI = 10;
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public static int CRI = 5;
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public static bool isPoisonState = false;
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public static bool isNumbnessState = false;
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public static bool isSelected = false;
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public void SetCharactorName(string CharactorName)
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{
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charactorName = CharactorName;
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}
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public string GetCharactorName()
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{
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return charactorName;
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}
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public void SetCharactorID(string CharactorId)
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{
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CharactorID = CharactorId;
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}
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/*上記以外のすべての要素のget setは省略。*/
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// Start is called before the first frame update
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void Start()
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{
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DontDestroyOnLoad(this);
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}
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}
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```
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上記のコードを作成しました。AllyMemberStatus.csは実際に使用しているget,set以外略。原因不明の場合は修正で追記します。)
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scriptableObjectのallyStatus型を読み込み、GetAllyMemberStatus()して、変換して、AllyMemberStatusArrayに保存しています。
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出力結果
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1
かきなおし
title
CHANGED
File without changes
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body
CHANGED
@@ -28,7 +28,7 @@
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28
28
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}
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29
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```
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-
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上記のコードを作成しました。AllyStatus.csは実際の問題のあったコードだと長いので略。原因不明の場合は修正で追記します。)
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scriptableObjectのallyStatus型を読み込み、GetAllyMemberStatus()して、変換して、AllyMemberStatusArrayに保存しています。
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