
task CoolTimeDraw
{
let RankNum=0;
let RankCounter=0;

let RushAlpha=50;
let RushAlphaC1=100;
let RushAlphaC2=50;
let RushAlphaAngle=0;
wait(5);

let RX=35;
let RY=75;
let BRnum=[0,0];

loop
{

if(CoolTime>0 && OnBlazingStar==false)
{
RankBerDisplay(GetPlayerX+25,GetPlayerY+12);
RankDisplay(GetPlayerX-25,GetPlayerY+12,RushAlpha);
}

RushAlpha=RushAlphaC1+RushAlphaC2*cos(RushAlphaAngle);
RushAlphaAngle+=6;

yield;
}


task RankBerDisplay(x,y)//Cto[̘g̐ݒ
{
	//let BossLifeMax=GetEnemyLife;

		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgBer);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
		ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, -50, -5);
		ObjEffect_SetVertexXY(obj, 1, 0,  -5);
		ObjEffect_SetVertexXY(obj, 2, 0, 5);
		ObjEffect_SetVertexXY(obj, 3,  -50,  5);
		
		ObjEffect_SetVertexUV(obj, 0,  6,  11);
		ObjEffect_SetVertexUV(obj, 1,  148, 11);
		ObjEffect_SetVertexUV(obj, 2, 148,  21);
		ObjEffect_SetVertexUV(obj, 3, 6, 21);
		ObjEffect_SetLayer(obj,4);
		ObjEffect_SetScale(obj, 1,0.6);



		Obj_SetPosition(obj,x,y);

		let Alpha=30;
			ascent(i in 0..4)
			{
				ObjEffect_SetVertexColor(obj, i, Alpha, 255, 255, 255);
			}

			yield;
		Obj_Delete(obj);
}

task RankDisplay(x,y,Alpha)//Cto[̃o[̐ݒ
{
		let scale=2.5;

		let obj = Obj_Create(OBJ_EFFECT);
		ObjEffect_SetTexture(obj, imgBer);
		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
		ObjEffect_SetRenderState(obj, ADD); 
		ObjEffect_CreateVertex(obj, 4);
		ObjEffect_SetVertexXY(obj, 0, 0, -3);
		ObjEffect_SetVertexXY(obj, 1, 50,  -3);
		ObjEffect_SetVertexXY(obj, 2, 50, 3);
		ObjEffect_SetVertexXY(obj, 3,  0,  3);
		
		ObjEffect_SetVertexUV(obj, 0,  6,  27);
		ObjEffect_SetVertexUV(obj, 1,  148, 27);
		ObjEffect_SetVertexUV(obj, 2, 148,  33);
		ObjEffect_SetVertexUV(obj, 3, 6, 33);
		ObjEffect_SetLayer(obj,6);

		ascent(let i in 0..4)
		{
			ObjEffect_SetVertexColor(obj,i,150,255,255,255);
		}

		Obj_SetPosition(obj,x,y);

		if(Alpha<50){Alpha=50;}

			scale=CoolTime/CoolTimeMax;
			ascent(let i in 0..4)
			{
				ObjEffect_SetVertexColor(obj,i,Alpha,255,0,255-255);
			}
			ObjEffect_SetScale(obj, scale,0.6);
			yield;
		Obj_Delete(obj);
}

}
