//차례가 끝날때마다 호출되는 함수 private void StartGame() { Debug.Log("Start Game"); GameEvent.Trigger(GameEventType.GameStart); if (CardClick.canClick == false) { Card playerCard = cardField.playerHandler[index]; Card enemyCard = cardField.enemyHandler[index]; int playerPriority = GetPriority(playerCard); int enemyPriority = GetPriority(enemyCard); if (playerCard is GuardCard && enemyCard is AttackCard) { IsPlayerFirst = true; //player선 } else if (enemyCard is GuardCard && playerCard is AttackCard) { IsPlayerFirst = false; //enemy선 } else if (playerPriority < enemyPriority) { IsPlayerFirst = true; } else if (playerPriority >= enemyPriority) { IsPlayerFirst = false; } if (turn >= 1 && turn <= 3) { StartCoroutine(PlayerAction()); } else { CardClick.canClick = true; } } else { if (CheckGame()) { return; } coolDown.Restart(); //쿨타임 재시작 turn = 1; round += 1; index = 0; roundText.text = "Round : " + round.ToString(); if (round > 1) { clickedCardCount += 1; //추가로 하나 더 } for (int i = 0; i < cardField.cardPos.Length; i++) { var cc = cardField.cardPos[i].GetComponent <CardComponent>(); if (cc.GetIsUsed() == true) { cc.OnCard(); } } //if (cardField.cardList.Count < cardField.cardPos.Length) //{ // Card card2 = CardManager.Instance.GetRandomCard(); // if (CardManager.Instance.MaxCountCheck(card2, cardField.cardList)) // { // cardField.AddCard(card2); // } //} clickedCardCount = 0; StartCoroutine(CardSelectTime()); } }