/// <summary>
    /// ターンを開始します
    /// </summary>
    /// <param name="team">Team.</param>
    public void StartTurn(Main_Unit.Teams team)
    {
        currentTeam = team;
        foreach (var unit in unitContainer.GetComponentsInChildren <Main_Unit>())
        {
            unit.IsMoved = team != unit.team;
        }

        if (ais.ContainsKey(team))
        {
            touchBlocker.SetActive(true);
            var ai = ais[team];
            ai.Run();
        }
        else
        {
            touchBlocker.SetActive(false);
        }
    }
    /// <summary>
    /// 指定座標にユニットを配置します
    /// </summary>
    /// <param name="x">The x coordinate.</param>
    /// <param name="y">The y coordinate.</param>
    /// <param name="unitPrefab">Unit prefab.</param>
    public void PutUnit(int x, int y, Main_Unit unitPrefab, Main_Unit.Teams team)
    {
        var unit = Instantiate(unitPrefab);

        unit.team = team;
        switch (unit.team)
        {
        case Main_Unit.Teams.Player2:
            // 敵ユニットはちょっと色を変えて反転
            var image = unit.GetComponent <Image>();
            image.color = new Color(1f, 0.7f, 0.7f);
            var scale = image.transform.localScale;
            scale.x *= -1f;
            image.transform.localScale = scale;
            break;
        }
        unit.gameObject.SetActive(true);
        unit.transform.SetParent(unitContainer);
        unit.transform.position = cells.First(c => c.X == x && c.Y == y).transform.position;
        unit.x = x;
        unit.y = y;
    }
 public void SetAI(Main_Unit.Teams team, Main_AI ai)
 {
     ai.Initialize(this);
     ais[team] = ai;
 }