void distribute() { //player0のoriginalsを表示 int cardCount = 0; foreach (int i in hands.Gethand0()) { GameObject cardCopy = Instantiate(cardPrefab); CardModel cardModel = cardCopy.GetComponent <CardModel>(); SpriteRenderer spriteRenderer = cardCopy.GetComponent <SpriteRenderer>(); Vector3 temp; float co = cardOffset * cardCount; temp = start0 + new Vector3(co, 0f); cardModel.backIndex = hands.GetBack(i); cardModel.cardIndex = i; sources.Add(cardCopy); cardCopy.transform.position = temp; cardModel.ToggleFace(true); spriteRenderer.sortingOrder = cardCount; cardCount++; } //player3のoriginalsを表示 cardCount = 0; foreach (int i in hands.Gethand3()) { GameObject cardCopy = (GameObject)Instantiate(cardPrefab); CardModel cardModel = cardCopy.GetComponent <CardModel>(); SpriteRenderer spriteRenderer = cardCopy.GetComponent <SpriteRenderer>(); Vector3 temp; float co = cardOffset * cardCount; temp = start3 + new Vector3(0f, co); cardModel.backIndex = hands.GetBack(i); cardModel.cardIndex = i; sources.Add(cardCopy); cardCopy.transform.position = temp; cardCopy.transform.Rotate(new Vector3(0f, 0f, 90f)); cardModel.ToggleFace(false); spriteRenderer.sortingOrder = cardCount; cardCount++; } //player2のoriginalsを表示 cardCount = 0; foreach (int i in hands.Gethand2()) { GameObject cardCopy = (GameObject)Instantiate(cardPrefab); CardModel cardModel = cardCopy.GetComponent <CardModel>(); SpriteRenderer spriteRenderer = cardCopy.GetComponent <SpriteRenderer>(); Vector3 temp; float co = cardOffset * cardCount; temp = start2 - new Vector3(co, 0f); cardModel.backIndex = hands.GetBack(i); cardModel.cardIndex = i; sources.Add(cardCopy); cardCopy.transform.position = temp; cardCopy.transform.Rotate(new Vector3(0f, 0f, 180f)); cardModel.ToggleFace(false); spriteRenderer.sortingOrder = cardCount; cardCount++; } //player1のoriginalを表示 cardCount = 0; foreach (int i in hands.Gethand1()) { GameObject cardCopy = (GameObject)Instantiate(cardPrefab); CardModel cardModel = cardCopy.GetComponent <CardModel>(); SpriteRenderer spriteRenderer = cardCopy.GetComponent <SpriteRenderer>(); Vector3 temp; float co = cardOffset * cardCount; temp = start1 - new Vector3(0f, co); cardModel.backIndex = hands.GetBack(i); cardModel.cardIndex = i; sources.Add(cardCopy); cardCopy.transform.position = temp; cardCopy.transform.Rotate(new Vector3(0f, 0f, 270f)); cardModel.ToggleFace(false); spriteRenderer.sortingOrder = cardCount; cardCount++; } //player0のdrawnsを表示 cardCount = 0; foreach (int i in hands.drawns[0]) { GameObject cardCopy = Instantiate(cardPrefab); CardModel cardModel = cardCopy.GetComponent <CardModel>(); SpriteRenderer spriteRenderer = cardCopy.GetComponent <SpriteRenderer>(); Vector3 temp; float co = cardOffset * cardCount; temp = d_start0 + new Vector3(co, 0f) * 1.7f; cardModel.backIndex = hands.GetBack(i); cardModel.cardIndex = i; sources.Add(cardCopy); cardCopy.transform.position = temp; cardModel.ToggleFace(true); spriteRenderer.sortingOrder = cardCount; cardCount++; } //player3のdrawnsを表示 cardCount = 0; foreach (int i in hands.drawns[3]) { GameObject cardCopy = (GameObject)Instantiate(cardPrefab); CardModel cardModel = cardCopy.GetComponent <CardModel>(); SpriteRenderer spriteRenderer = cardCopy.GetComponent <SpriteRenderer>(); Vector3 temp; float co = cardOffset * cardCount; temp = d_start3 + new Vector3(0f, co) * 1.7f; cardModel.backIndex = hands.GetBack(i); cardModel.cardIndex = i; sources.Add(cardCopy); cardCopy.transform.position = temp; cardCopy.transform.Rotate(new Vector3(0f, 0f, 90f)); cardModel.ToggleFace(false); spriteRenderer.sortingOrder = cardCount; cardCount++; } //player2のdrawnsを表示 cardCount = 0; foreach (int i in hands.drawns[2]) { GameObject cardCopy = (GameObject)Instantiate(cardPrefab); CardModel cardModel = cardCopy.GetComponent <CardModel>(); SpriteRenderer spriteRenderer = cardCopy.GetComponent <SpriteRenderer>(); Vector3 temp; float co = cardOffset * cardCount; temp = d_start2 - new Vector3(co, 0f) * 1.7f; cardModel.backIndex = hands.GetBack(i); cardModel.cardIndex = i; sources.Add(cardCopy); cardCopy.transform.position = temp; cardCopy.transform.Rotate(new Vector3(0f, 0f, 180f)); cardModel.ToggleFace(false); spriteRenderer.sortingOrder = cardCount; cardCount++; } //player1のdrawnsを表示 cardCount = 0; foreach (int i in hands.drawns[1]) { GameObject cardCopy = (GameObject)Instantiate(cardPrefab); CardModel cardModel = cardCopy.GetComponent <CardModel>(); SpriteRenderer spriteRenderer = cardCopy.GetComponent <SpriteRenderer>(); Vector3 temp; float co = cardOffset * cardCount; temp = d_start1 - new Vector3(0f, co) * 1.7f; cardModel.backIndex = hands.GetBack(i); cardModel.cardIndex = i; sources.Add(cardCopy); cardCopy.transform.position = temp; cardCopy.transform.Rotate(new Vector3(0f, 0f, 270f)); cardModel.ToggleFace(false); spriteRenderer.sortingOrder = cardCount; cardCount++; } }