public bool isListAdd;//追加するとき // Start is called before the first frame update void Start() { putTheCardScript = GetComponent <PutTheCard>(); playerPosition = GetComponent <SelectPlace>(); cardsPosition = GetComponent <CollCreate>(); cardsDate = GetComponent <CardsDate>(); counttop = GetComponent <CountTop>(); objList = GetComponent <ObjList>(); }
// Start is called before the first frame update void Start() { putTheCard = GetComponent <PutTheCard>(); //オブジェクトを複製する for (int i = 0; i < MAX_CARDS; i++) { Cards[i].gameobj = Instantiate(collBox[0]); //複製 Cards[i].gameobj.transform.position = new Vector3(SIDE_OBJECT + (i % MAX_SPUARES * interval), 0, SIDE_OBJECT + (i / MAX_SPUARES * interval)); //盤面のマスに合うように間隔をあける Cards[i].gameobj.GetComponent <MeshRenderer>().enabled = false; //オブジェクトを見えないようにする Cards[i].gameobj.AddComponent <CardsDate>(); //カードにCardsDateのスクリプトをアタッチする Cards[i].gameobj.AddComponent <MaterialProcessing>(); //カードにMaterialProcessingのスクリプトをアタッチする Cards[i].myPos = Vget(row, col); //カードにポジションを与える Cards[i].select = false; //番号をとる Cards[i].gameobj.GetComponent <MaterialProcessing>().SetNum(i); putTheCard.SetNum(i); //与えるためのポジションを決める row++; if (row >= 8) { row = 0; col++; } //複製したオブジェクトに初期情報を入れる var cardType = CardsDate.CARDTYPE.WHIGHT_CARD; var cardPlace = CardsDate.CARDPLACE.HAND_CARD; if (i == 27) { cardType = CardsDate.CARDTYPE.WHIGHT_CARD; cardPlace = CardsDate.CARDPLACE.FRONT_CARD; } if (i == 28) { cardType = CardsDate.CARDTYPE.BLACK_CARD; cardPlace = CardsDate.CARDPLACE.FRONT_CARD; } if (i == 35) { cardType = CardsDate.CARDTYPE.BLACK_CARD; cardPlace = CardsDate.CARDPLACE.FRONT_CARD; } if (i == 36) { cardType = CardsDate.CARDTYPE.WHIGHT_CARD; cardPlace = CardsDate.CARDPLACE.FRONT_CARD; } Cards[i].gameobj.GetComponent <CardsDate>().cardType = cardType; Cards[i].gameobj.GetComponent <CardsDate>().cardPlace = cardPlace; } }