void FinishUpdate() { m_state = EState.End; // 勝者の芸術ポイント保存 for (int i = 0; i < m_playerObj.Count; ++i) { if (m_playerObj[i] == null) { continue; } if (m_playerObj[i].GetMyState() == PlayerController.EState.Dead) { continue; } m_playerObj[i].Win(); m_winnerPlayer = m_playerObj[i]; // 芸術点採点 ArtGrading art = m_playerObj[i].gameObject.GetComponent <ArtGrading>(); BattlePointGrading battlePoint = m_playerObj[i].gameObject.GetComponent <BattlePointGrading>(); art.ArtistGrading(); // コストマネージャーに登録 CostManager costManager = FindObjectOfType <CostManager>(); costManager.SaveArtCostData(m_playerObj[i].PlayerID, art.Cost); costManager.SaveRankPointData(m_playerObj[i].PlayerID, 0); m_artArmatureSave.InContainer(m_playerObj[i].gameObject, art.Cost.allCost); Debug.Log("勝者:" + m_playerObj[i].name + " 芸術ポイント:" + art.Cost.allCost); // 勝者を殺すプログラム //m_playerObj[i].Dead(); } m_gameSceneController.ChangeScene(); }