public void start(GameFeild aFeild, List <PlayerStatus> aStatus, PlayerStatusMain aPlayerStatusMain) { mFeild = aFeild; mPlayerStatus = aStatus; mPlayerStatusMain = aPlayerStatusMain; decideTurnOrder(); mCamera.shoot(mTurnOrder[0].mComa); moveComaToWaitePosition(() => { mPlayerStatusMain.sortInOrder(mTurnOrder, () => { mTurnManager = new TurnManager(); mTurnManager.mMassEventManager = new MassEventManager(); mTurnManager.mMassEventManager.mMaster = this; nextTurn(); }); }); }
// Start is called before the first frame update void Start() { mArg = MySceneManager.getArg("game"); mSetting = mArg.get <GameSetting>("setting"); mStageData = new Arg(MyJson.deserializeResourse("stage/data/" + mSetting.mStageName)); mFeeRate = mSetting.mFeeRate; mAcquisitionRate = mSetting.mAcqusitionRate; GameFeild tFeild = GameFeildFactory.create(mStageData); List <PlayerStatus> tStatus = PlayerFactory.create(mSetting, tFeild, mStageData); MySceneManager.openScene("playerStatus", null, (aScene) => { PlayerStatusMain tMain = GameObject.Find("playerStatusMain").GetComponent <PlayerStatusMain>(); tMain.initialize(tStatus); mMaster = new GameMaster(); mMaster.mCamera = GameObject.Find("gameMainCamera").GetComponent <GameMainCamera>(); mMaster.start(tFeild, tStatus, tMain); }); }