//駒をプレイヤーのものとして登録 public void AddMyPieces(PieceKind pieceKind, int absoluteFaceId, int forwardFaceId, bool withAnimation = true) { //Debug.Log($"addmyp kind: {pieceKind} faceID: {absoluteFaceId} playerkind: {playerKind}"); GameObject piecePrefab = piecesManager.GetPiecePrefab(pieceKind, playerKind); GameObject newPieceObject = Instantiate(piecePrefab, new Vector3(0, 0, 0), Quaternion.identity); Pieces newPiece = newPieceObject.GetComponent <Pieces>(); if (withAnimation == false) { newPiece.NotCreateEffect(); } fieldManager.WriteFieldInfo(PieceNum, absoluteFaceId); fieldManager.SetPieceAsChild(absoluteFaceId, newPieceObject); newPiece.Init(PieceNum, pieceKind, absoluteFaceId, forwardFaceId); newPieceObject.transform.LookAt(fieldManager.GetSurfaceInfoById(forwardFaceId).transform); fieldManager.AligmentObject(newPieceObject); myPieces.Add(newPiece.GetPieceId(), newPiece); PieceNum += 1; }