//==============================================================================
//	★ボス共通 アニメライブラリ
//　ボス個別アニメライブラリ冒頭にてインクルードする
//==============================================================================
//　定数、変数
//==============================================================================
//　アクション定数
//　ボスドット絵の各カットの配置番号
//　	1  5  9 13 17 21   25 29
//　	2  6 10 14 18 22   26 30
//　	3  7 11 15 19 23   27 31
//　	4  8 12 16 20 24   28 32
//　各定数におけるアニメパターンは各コメントを参照（*は状況に応じて長く表示）
//------------------------------------------------------------------------------
let _ACT_STAND1		= -1;	//　立ち（アニメなし）		 1
let _ACT_STAND3		= 0;	//　立ち＋まばたき（3コマ）	 1-  2-  3-… 1-  5-  6-…
let _ACT_STAND4		= 1;	//　立ち＋まばたき（4コマ）	 1-  2-  3-  4-… 1-  5-  6-  4-…
let _ACT_STAND4_B	= 2;	//　立ち＋まばたき（4コマB） 1-  2-  3-  4-… 1-  5-  6-  4-…
let _ACT_MOVE		= 3;	//　移動（左右自動判定）	
let _ACT_MOVE_L		= 4;	//　左移動					 9-*10-  9
let _ACT_MOVE_R		= 5;	//　右移動					11-*12- 11
let _ACT_KICK		= 6;	//　キック移動（左右自動判定）	
let _ACT_KICK_L		= 7;	//　左キック移動			11-*12- 11
let _ACT_KICK_R		= 8;	//　右キック移動			 9-*10-  9
let _ACT_SHOT_A3	= 9;	//　弾幕A（3コマ）			17-*18- 17
let _ACT_SHOT_A3_B	= 10;	//　弾幕A（3コマB）			17- 18-*19
let _ACT_SHOT_A4	= 11;	//　弾幕A（4コマ）			17- 18-*19- 18
let _ACT_SHOT_A5	= 12;	//　弾幕A（5コマ）			17- 18-*19- 18- 17
let _ACT_SHOT_B3	= 13;	//　弾幕B（3コマ）			21-*22- 21
let _ACT_SHOT_B3_B 	= 14;	//　弾幕B（3コマB）			21- 23-*24
let _ACT_SHOT_B3_C	= 15;	//　弾幕B（3コマC）			23-*24- 23
let _ACT_SHOT_B4	= 16;	//　弾幕B（4コマ）			21- 22-*23- 22
let _ACT_SHOT_B5	= 17;	//　弾幕B（5コマ）			21- 22-*23- 22- 21
let _ACT_SHOT_B5_B	= 18;	//　弾幕B（5コマB）			21- 22-*24- 22- 21
let _ACT_SPELL3		= 19;	//　スペル発動（3コマ）		13-*14- 13
let _ACT_SPELL4		= 20;	//　スペル発動（4コマ）		13- 14-*15- 14
let _ACT_SPELL5		= 21;	//　スペル発動（5コマ）		13- 14-*15- 14- 13
let _ACT_SPELL5_B	= 22;	//　スペル発動（5コマB）	13- 14- 15-*16- 15
let _ACT_CHARGE		= 23;	//	溜め					21-*22
let _ACT_SLASH_H	= 24;	//　横斬り					21-*22- 20- 18- 17
let _ACT_SLASH_V	= 25;	//　縦斬り					23-*24- 20- 18- 17
let _ACT_TURN		= 26;	//　ターン					25- 29- 30- 31- 32- 25
let _ACT_PRAY		= 27;	//　祈祷					25-*(26- 27- 28- 29- 30- 31-…)- 32
let _ACT_SUN		= 28;	//　太陽溜め				25-*(26- 27-…)-28
let _ACT_SPELL4_B	= 34;	//　スペル発動（4コマB）			13- 14- 15-*16
let _ACT_SHOT_A4_B	= 36;	//　弾幕A（4コマB）			17- 18- 19-*20

//------------------------------------------------------------------------------
//　カット別矩形座標定数（左上の座標）
//　各定数が示すカットはコメント及びアクション定数のカット配置番号を参照
//------------------------------------------------------------------------------
let RECT_LENGTH		= 128;
let RECT_STAND0		= [ 0, 0 ];								//	 1
let RECT_STAND1		= [ 0, RECT_LENGTH ];					//	 2
let RECT_STAND2		= [ 0, 2 * RECT_LENGTH ];				//	 3
let RECT_STAND3		= [ 0, 3 * RECT_LENGTH ];				//	 4
let RECT_BLINK0		= [ RECT_LENGTH, 0 ];					//	 5
let RECT_BLINK1		= [ RECT_LENGTH, RECT_LENGTH ];			//	 6
let RECT_BLINK2		= [ RECT_LENGTH, 2 * RECT_LENGTH ];		//	 7
let RECT_MOVE_L0	= [ 2 * RECT_LENGTH, 0 ];				//	 9
let RECT_MOVE_L1	= [ 2 * RECT_LENGTH, RECT_LENGTH ];		//	10
let RECT_MOVE_R0	= [ 2 * RECT_LENGTH, 2 * RECT_LENGTH ];	//	11
let RECT_MOVE_R1	= [ 2 * RECT_LENGTH, 3 * RECT_LENGTH ];	//	12
let RECT_SPELL0		= [ 3 * RECT_LENGTH, 0 ];				//	13
let RECT_SPELL1		= [ 3 * RECT_LENGTH, RECT_LENGTH ];		//	14
let RECT_SPELL2		= [ 3 * RECT_LENGTH, 2 * RECT_LENGTH ];	//	15
let RECT_SPELL3		= [ 3 * RECT_LENGTH, 3 * RECT_LENGTH ];	//	16
let RECT_SHOT_A0	= [ 4 * RECT_LENGTH, 0 ];				//	17
let RECT_SHOT_A1	= [ 4 * RECT_LENGTH, RECT_LENGTH ];		//	18
let RECT_SHOT_A2	= [ 4 * RECT_LENGTH, 2 * RECT_LENGTH ];	//	19
let RECT_SHOT_A3	= [ 4 * RECT_LENGTH, 3 * RECT_LENGTH ];	//	20
let RECT_SHOT_B0	= [ 5 * RECT_LENGTH, 0 ];				//	21
let RECT_SHOT_B1	= [ 5 * RECT_LENGTH, RECT_LENGTH ];		//	22
let RECT_SHOT_B2	= [ 5 * RECT_LENGTH, 2 * RECT_LENGTH ];	//	23
let RECT_SHOT_B3	= [ 5 * RECT_LENGTH, 3 * RECT_LENGTH ];	//	24
let RECT_ETC_A0		= [ 6 * RECT_LENGTH, 0 ];				//	25
let RECT_ETC_A1		= [ 6 * RECT_LENGTH, RECT_LENGTH ];		//	26
let RECT_ETC_A2		= [ 6 * RECT_LENGTH, 2 * RECT_LENGTH ];	//	27
let RECT_ETC_A3		= [ 6 * RECT_LENGTH, 3 * RECT_LENGTH ];	//	28
let RECT_ETC_B0		= [ 7 * RECT_LENGTH, 0 ];				//	29
let RECT_ETC_B1		= [ 7 * RECT_LENGTH, RECT_LENGTH ];		//	30
let RECT_ETC_B2		= [ 7 * RECT_LENGTH, 2 * RECT_LENGTH ];	//	31
let RECT_ETC_B3		= [ 7 * RECT_LENGTH, 3 * RECT_LENGTH ];	//	32


//------------------------------------------------------------------------------
//　キャラ定数
//------------------------------------------------------------------------------
let CHAR_DAIYOUSEI	= 0;
let CHAR_MEIRIN		= 1;
let CHAR_DEVIL		= 2;
let CHAR_PATCHOULI	= 3;
let CHAR_SAKUYA		= 4;
let CHAR_REMILIA	= 5;
let CHAR_FLANDRE	= 6;
let CHAR_ALICE		= 7;
let CHAR_LILY		= 8;
let CHAR_YOUMU		= 9;
let CHAR_YUYUKO		= 10;
let CHAR_CHEN_RAN	= 11;
let CHAR_YUKARI		= 12;
let CHAR_TEWI		= 13;
let CHAR_REISEN		= 14;
let CHAR_EIRIN		= 15;
let CHAR_KAGUYA		= 16;
let CHAR_MOKOU		= 17;
let CHAR_SUIKA		= 18;
let CHAR_AYA		= 19;
let CHAR_MEDICINE	= 20;
let CHAR_YUKA		= 21;
let CHAR_KOMACHI	= 22;
let CHAR_EIKI		= 23;
let CHAR_SHINKI		= 24;
let CHAR_MIMA		= 25;
let CHAR_REIMU		= 26;
let CHAR_UTSUHO		= 27;

//------------------------------------------------------------------------------
//　その他変数
//------------------------------------------------------------------------------
let actionDefault = _ACT_STAND1;	//　基本アクション
let action = actionDefault;			//　現在のアクション
let actionCount = 0;				//　アクションフレームカウンタ
let actionCountMax = 0;				//　アクション終了までのフレーム数
let stopAnime = false;				//　trueの間はアニメを停止する
let character = CHAR_DAIYOUSEI;		//　動作中のキャラクター
let invincible = false;				//　trueの間はキャラクターを表示させない
let drawAngle = 0;
let newRoll = false;

//==============================================================================
//　アクション指示関連関数
//==============================================================================
//-------------------------------------------------------------------------------
//-------------------------------------------------------------------------------

task SetAnimetion(let filename)
{
	EnemyBossPositionLine;
	InitializeAction;
	
	let obj=Obj_Create(OBJ_EFFECT);
	ObjEffect_SetTexture(obj,filename);
	ObjEffect_SetLayer(obj,2);
	ObjEffect_SetRenderState(obj,ALPHA);
	ObjEffect_SetPrimitiveType(obj,PRIMITIVE_TRIANGLESTRIP);
	ObjEffect_CreateVertex(obj,4);
	let count=0;
	while(IsBossExisting)
	{
		SetAnimeRect(obj);
		Obj_SetPosition(obj,GetX,GetY);
		if(!invincible)
		{
			ObjEffect_SetScale(obj,boss_texscale,boss_texscale);
			ObjEffect_SetAngle(obj,0,0,drawAngle);
			ascent(a in 0..4)
			{
				let alpha=boss_texalpha;
				ObjEffect_SetVertexColor(obj,a,alpha,boss_texcolor_r,boss_texcolor_g,boss_texcolor_b);
			}
			let tuning=GetCommonData("Memory_ConfigData");
			if(!tuning[1])
			{
				AuraEffect(filename);
			}
		}
		else
		{
			ascent(a in 0..4)
			{
				let alpha=0;
				ObjEffect_SetVertexColor(obj,a,alpha,255,255,255);
			}
		}
		count++;
		yield;
	}
	Obj_Delete(obj);
	
	task InitializeAction
	{
		loop
		{
			SetAction( actionDefault, 0 );
			while( actionCount < actionCountMax )
			{
				while( stopAnime ){ yield; }
				actionCount++;
				yield;
			}
		}
	}
}

task AuraEffect(let filename)
{
	let x=GetX;let y=GetY;
	let obj=Obj_Create(OBJ_EFFECT);
	ObjEffect_SetTexture(obj,filename);
	ObjEffect_SetLayer(obj,1);
	ObjEffect_SetRenderState(obj,ADD);
	ObjEffect_SetPrimitiveType(obj,PRIMITIVE_TRIANGLESTRIP);
	ObjEffect_CreateVertex(obj,4);
	ObjEffect_SetAngle(obj,0,0,drawAngle);
	SetAnimeRect(obj);
	let scale=boss_texscale;let alpha=boss_texalpha/2;
	while(alpha>10)
	{
		Obj_SetPosition(obj,x,y);
		ObjEffect_SetScale(obj,scale,scale);
		ascent(a in 0..4)
		{
			ObjEffect_SetVertexColor(obj,a,alpha,boss_texcolor_r,boss_texcolor_g,boss_texcolor_b);
		}
		y-=0.1;
		alpha-=5;
		scale+=0.01;
		if(drawAngle!=0){alpha+=3;scale+=-0.008;}
		yield;
		if(invincible){break;}
	}
	Obj_Delete(obj);
}

function SetAnimeRect(let obj)
{
	let rect = [];
	alternative( action )
	//　3コマループ（立ち＋まばたき） --------------------------------
	case( _ACT_STAND3 ){
		let cutFrame = 12;
		let count = actionCount % ( cutFrame * 12 );
		let number = trunc( count / cutFrame );
		let anime = [ 0, 1, 2, 0, 1, 2, 0, 3, 4, 0, 1, 2, 2 ][ number ];
		rect = [ RECT_STAND0, RECT_STAND1, RECT_STAND2,
			RECT_BLINK0, RECT_BLINK1 ][ anime ];
	}
	//　4コマループ（立ち＋まばたき） --------------------------------
	case( _ACT_STAND4 ){
		let cutFrame = 12;
		let count = actionCount % ( cutFrame * 12 );
		let number = trunc( count / cutFrame );
		let anime = [ 0, 1, 2, 3, 0, 1, 2, 3, 0, 4, 5, 3, 3 ][ number ];
		rect = [ RECT_STAND0, RECT_STAND1, RECT_STAND2, RECT_STAND3,
			RECT_BLINK0, RECT_BLINK1 ][ anime ];
	}
	//　4コマループ（立ち＋まばたきB） -------------------------------
	case( _ACT_STAND4_B ){
		let cutFrame = 12;
		let count = actionCount % ( cutFrame * 12 );
		let number = trunc( count / cutFrame );
		let anime = [ 0, 1, 2, 3, 0, 1, 2, 3, 0, 4, 5, 6, 6 ][ number ];
		rect = [ RECT_STAND0, RECT_STAND1, RECT_STAND2, RECT_STAND3,
			RECT_BLINK0, RECT_BLINK1, RECT_BLINK2 ][ anime ];
	}
	//　3コマ移動（左右自動判定） ------------------------------------
	case( _ACT_MOVE, _ACT_KICK ){
		if( absolute( GetSpeed() ) < 0.1 ){ rect = RECT_STAND0; }
		else{
			let cutFrameA = 10;
			if( actionCountMax < 30 ){ cutFrameA = trunc( actionCountMax / 3 ); }
			let cutFrameB = actionCountMax - cutFrameA;
			let animePattern = [ 0, 1, 0 ];
			let framePattern = [ cutFrameA, cutFrameB, actionCountMax ];
			let anime = animePattern[ 2 ];
			ascent( let i in 0 .. 3 ){
				if( actionCount < framePattern[ i ] ){
					anime = animePattern[ i ];
					break;
				}
			}
			let moveL = cos( GetAngle() ) <= 0;
			if( action == _ACT_KICK ){ moveL = !moveL; }
			if( moveL ){ rect = [ RECT_MOVE_L0, RECT_MOVE_L1 ][ anime ]; }
			else{ rect = [ RECT_MOVE_R0, RECT_MOVE_R1 ][ anime ]; }
		}
	}
	//　3コマ移動（左右指定） ----------------------------------------
	case( _ACT_MOVE_L, _ACT_MOVE_R, _ACT_KICK_L, _ACT_KICK_R ){
		let cutFrameA = 10;
		if( actionCountMax < 30 ){ cutFrameA = trunc( actionCountMax / 3 ); }
		let cutFrameB = actionCountMax - cutFrameA;
		let animePattern = [ 0, 1, 0 ];
		let framePattern = [ cutFrameA, cutFrameB, actionCountMax ];
		let anime = animePattern[ 2 ];
		ascent( let i in 0 .. 3 ){
			if( actionCount < framePattern[ i ] ){
				anime = animePattern[ i ];
				break;
			}
		}
		if( action == _ACT_MOVE_L || action == _ACT_KICK_R ){
			rect = [ RECT_MOVE_L0, RECT_MOVE_L1 ][ anime ];
		}
		else{ rect = [ RECT_MOVE_R0, RECT_MOVE_R1 ][ anime ]; }
	}
	//　3コマ（弾幕A3,B3,B3C,スペル3） -------------------------------
	case( _ACT_SHOT_A3, _ACT_SHOT_B3, _ACT_SHOT_B3_C, _ACT_SPELL3 ){
		let cutFrameA = 6;
		if( actionCountMax < 24 ){ cutFrameA = trunc( actionCountMax / 4 ); }
		let cutFrameB = actionCountMax - cutFrameA;
		let animePattern = [ 0, 1, 0 ];
		let framePattern = [ cutFrameA, cutFrameB, actionCountMax ];
		let anime = animePattern[ 2 ];
		ascent( let i in 0 .. 3 ){
			if( actionCount < framePattern[ i ] ){
				anime = animePattern[ i ];
				break;
			}
		}
		alternative( action )
		case( _ACT_SHOT_A3 ){ rect = [ RECT_SHOT_A0, RECT_SHOT_A1 ][ anime ]; }
		case( _ACT_SHOT_B3 ){ rect = [ RECT_SHOT_B0, RECT_SHOT_B1 ][ anime ]; }
		case( _ACT_SHOT_B3_C ){ rect = [ RECT_SHOT_B2, RECT_SHOT_B3 ][ anime ]; }
		others{ rect = [ RECT_SPELL0, RECT_SPELL1 ][ anime ]; }
	}
	//　3コマB（弾幕A3B,B3B） ----------------------------------------
	case( _ACT_SHOT_A3_B, _ACT_SHOT_B3_B ){
		let cutFrameA = 6;
		if( actionCountMax < 24 ){ cutFrameA = trunc( actionCountMax / 4 ); }
		let cutFrameB = cutFrameA * 2;
		let animePattern = [ 0, 1, 2 ];
		let framePattern = [ cutFrameA, cutFrameB, actionCountMax ];
		let anime = animePattern[ 2 ];
		ascent( let i in 0 .. 3 ){
			if( actionCount < framePattern[ i ] ){
				anime = animePattern[ i ];
				break;
			}
		}
		alternative( action )
		case( _ACT_SHOT_A3_B ){ rect = [ RECT_SHOT_A0, RECT_SHOT_A1, RECT_SHOT_A2 ][ anime ]; }
		others { rect = [ RECT_SHOT_B0, RECT_SHOT_B2, RECT_SHOT_B3 ][ anime ]; }
	}
	//　4コマ（弾幕A4,B4,スペル4） -----------------------------------
	case( _ACT_SHOT_A4, _ACT_SHOT_B4, _ACT_SPELL4 ){
		let cutFrameA = 6;
		if( actionCountMax < 30 ){ cutFrameA = trunc( actionCountMax / 5 ); }
		let cutFrameB = cutFrameA * 2;
		let cutFrameC = actionCountMax - cutFrameA;
		let animePattern = [ 0, 1, 2, 1 ];
		let framePattern = [ cutFrameA, cutFrameB, cutFrameC, actionCountMax ];
		let anime = animePattern[ 3 ];
		ascent( let i in 0 .. 4 ){
			if( actionCount < framePattern[ i ] ){
				anime = animePattern[ i ];
				break;
			}
		}
		alternative( action )
		case( _ACT_SHOT_A4 ){ rect = [ RECT_SHOT_A0, RECT_SHOT_A1, RECT_SHOT_A2 ][ anime ]; }
		case( _ACT_SHOT_B4 ){ rect = [ RECT_SHOT_B0, RECT_SHOT_B1, RECT_SHOT_B2 ][ anime ]; }
		others{ rect = [ RECT_SPELL0, RECT_SPELL1, RECT_SPELL2 ][ anime ]; }
	}
	//　4コマ（スペル4B,弾幕A4B） -----------------------------------
	case( _ACT_SPELL4_B, _ACT_SHOT_A4_B ){
		let cutFrameA = 6;
		if( actionCountMax < 30 ){ cutFrameA = trunc( actionCountMax / 5 ); }
		let cutFrameB = cutFrameA * 2;
		let cutFrameC = cutFrameA * 3;
		let cutFrameD = actionCountMax - cutFrameA;
		let animePattern = [ 0, 1, 2, 3 ];
		let framePattern = [ cutFrameA, cutFrameB, cutFrameC, cutFrameD ];
		let anime = animePattern[ 3 ];
		ascent( let i in 0 .. 4 ){
			if( actionCount < framePattern[ i ] ){
				anime = animePattern[ i ];
				break;
			}
		}
		alternative( action )
		case( _ACT_SPELL4_B ){ rect = [ RECT_SPELL0, RECT_SPELL1, RECT_SPELL2, RECT_SPELL3 ][ anime ]; }
		case( _ACT_SHOT_A4_B ){ rect = [RECT_SHOT_A0, RECT_SHOT_A1, RECT_SHOT_A2, RECT_SHOT_A3 ][ anime ]; }
	}
	//　5コマ（弾幕A5,B5,B5B,スペル5） -------------------------------
	case( _ACT_SHOT_A5, _ACT_SHOT_B5, _ACT_SHOT_B5_B, _ACT_SPELL5 ){
		let cutFrameA = 6;
		if( actionCountMax < 36 ){ cutFrameA = trunc( actionCountMax / 6 ); }
		let cutFrameB = cutFrameA * 2;
		let cutFrameC = actionCountMax - cutFrameB;
		let cutFrameD = actionCountMax - cutFrameA;
		let animePattern = [ 0, 1, 2, 1, 0 ];
		let framePattern = [ cutFrameA, cutFrameB, cutFrameC, cutFrameD, actionCountMax ];
		let anime = animePattern[ 4 ];
		ascent( let i in 0 .. 5 ){
			if( actionCount < framePattern[ i ] ){
				anime = animePattern[ i ];
				break;
			}
		}
		alternative( action )
		case( _ACT_SHOT_A5 ){ rect = [ RECT_SHOT_A0, RECT_SHOT_A1, RECT_SHOT_A2 ][ anime ]; }
		case( _ACT_SHOT_B5 ){ rect = [ RECT_SHOT_B0, RECT_SHOT_B1, RECT_SHOT_B2 ][ anime ]; }
		case( _ACT_SHOT_B5_B ){ rect = [ RECT_SHOT_B0, RECT_SHOT_B1, RECT_SHOT_B3 ][ anime ]; }
		others{ rect = [ RECT_SPELL0, RECT_SPELL1, RECT_SPELL2 ][ anime ]; }
	}
	//　5コマB（スペル5B） -------------------------------------------
	case( _ACT_SPELL5_B ){
		let cutFrameA = 6;
		if( actionCountMax < 36 ){ cutFrameA = trunc( actionCountMax / 6 ); }
		let cutFrameB = cutFrameA * 2;
		let cutFrameC = cutFrameA * 3;
		let cutFrameD = actionCountMax - cutFrameA;
		let animePattern = [ 0, 1, 2, 3, 2 ];
		let framePattern = [ cutFrameA, cutFrameB, cutFrameC, cutFrameD, actionCountMax ];
		let anime = animePattern[ 4 ];
		ascent( let i in 0 .. 5 ){
			if( actionCount < framePattern[ i ] ){
				anime = animePattern[ i ];
				break;
			}
		}
		rect = [ RECT_SPELL0, RECT_SPELL1, RECT_SPELL2, RECT_SPELL3 ][ anime ];
	}
	//　2コマ（溜め） ------------------------------------------------
	case( _ACT_CHARGE ){
		let cutFrame = 6;
		if( actionCountMax < 18 ){ cutFrame = trunc( actionCountMax / 3 ); }
		let anime = [ 0, 1 ][ actionCount >= cutFrame ];
		alternative( action )
		rect = [ RECT_SHOT_B0, RECT_SHOT_B1 ][ anime ];
	}
	//　5コマ（縦斬り,横斬り） ---------------------------------------
	case( _ACT_SLASH_H, _ACT_SLASH_V ){
		let cutFrameA = 6;
		if( actionCountMax < 36 ){ cutFrameA = trunc( actionCountMax / 6 ); }
		let cutFrameD = actionCountMax - cutFrameA;
		let cutFrameC = cutFrameD - cutFrameA;
		let cutFrameB = cutFrameC - cutFrameA;
		let animePattern = [ 0, 1, 2, 3, 4 ];
		let framePattern = [ cutFrameA, cutFrameB, cutFrameC, cutFrameD, actionCountMax ];
		let anime = animePattern[ 4 ];
		ascent( let i in 0 .. 5 ){
			if( actionCount < framePattern[ i ] ){
				anime = animePattern[ i ];
				break;
			}
		}
		alternative( action )
		case( _ACT_SLASH_H ){ rect = [ RECT_SHOT_B0, RECT_SHOT_B1,
			RECT_SHOT_A3, RECT_SHOT_A1, RECT_SHOT_A0 ][ anime ]; }
		others{ rect = [ RECT_SHOT_B2, RECT_SHOT_B3,
			RECT_SHOT_A3, RECT_SHOT_A1, RECT_SHOT_A0 ][ anime ]; }
	}
	//　6コマ（ターン） ----------------------------------------------
	case( _ACT_TURN ){
		let cutFrame = 7;
		let number = trunc( actionCount / cutFrame );
		let anime = [ 0, 1, 2, 3, 4, 0, 0 ][ number ];
		rect = [ RECT_ETC_A0, RECT_ETC_B0, RECT_ETC_B1, RECT_ETC_B2, RECT_ETC_B3 ][ anime ];
	}
	//　8コマループ（祈祷） ------------------------------------------
	case( _ACT_PRAY ){
		let cutFrame = 6;
		let anime = 0;
		if( actionCountMax < 12 ){ cutFrame = trunc( ( actionCountMax + 1 ) / 2 ); }
		if( actionCount >= cutFrame && actionCount < actionCountMax - cutFrame ){
			anime = trunc( ( actionCount - cutFrame ) / cutFrame ) % 6 + 1;
		}
		rect = [ RECT_ETC_A0, RECT_ETC_A1, RECT_ETC_A2, RECT_ETC_A3,
			RECT_ETC_B0, RECT_ETC_B1, RECT_ETC_B2, RECT_ETC_B3 ][ anime ];
	}
	//　4コマループ（太陽） ------------------------------------------
	case( _ACT_SUN ){
		let cutFrame = 4;
		let anime = 0;
		if( actionCountMax < 12 ){ cutFrame = trunc( ( actionCountMax + 1 ) / 2 ); }
		if( actionCount >= cutFrame && actionCount < actionCountMax - cutFrame ){
			anime = trunc( ( actionCount - cutFrame ) / cutFrame ) % 2 + 1;
		}
		rect = [ RECT_ETC_A0, RECT_ETC_A1, RECT_ETC_A2, RECT_ETC_A3][ anime ];
	}
	//　1コマ（立ち＋アニメなし） ------------------------------------
	others{ rect = RECT_STAND0; }
	//　描画 ---------------------------------------------------------
	let leng_h=(rect[0]+RECT_LENGTH)-rect[0];
	let leng_v=(rect[1]+RECT_LENGTH)-rect[1];
	
	ObjEffect_SetVertexXY(obj,0,-leng_h/2,-leng_v/2);
	ObjEffect_SetVertexXY(obj,1,-leng_h/2, leng_v/2);
	ObjEffect_SetVertexXY(obj,2, leng_h/2,-leng_v/2);
	ObjEffect_SetVertexXY(obj,3, leng_h/2, leng_v/2);
	
	ObjEffect_SetVertexUV(obj,0,rect[0],rect[1]);
	ObjEffect_SetVertexUV(obj,1,rect[0],rect[1]+RECT_LENGTH);
	ObjEffect_SetVertexUV(obj,2,rect[0]+RECT_LENGTH,rect[1]);
	ObjEffect_SetVertexUV(obj,3,rect[0]+RECT_LENGTH,rect[1]+RECT_LENGTH);
}


function SetAction(
	let newAction,		//　アクション定数
	let frame			//　アクション終了までのフレーム数
){
	alternative( newAction )
	case( _ACT_STAND1, _ACT_STAND3, _ACT_STAND4, _ACT_STAND4_B ){ frame = 216000; }
	case( _ACT_TURN ){ frame = 42; }
	action = newAction;
	actionCount = 0;
	actionCountMax = frame;
}

task StopAnime(
	let frame		//　停止するフレーム数（経過後にアニメ再開）
){
	if( frame > 0 ){
		stopAnime = true;
		loop( frame ){
			if( !stopAnime ){ break; }
			yield;
		}
		stopAnime = false;
	}
	else{ stopAnime = false; }
}

task InvincibleAction(let frame)
{
	if(frame>0)
	{
		invincible=true;
		loop(frame)
		{
			if(!invincible){break;}
			yield;
		}
		invincible=false;
	}
	else{invincible=false;}
}