IEnumerator DelayedStart() { // yield return new WaitForSeconds(0.15f); // m_Owner.Players[0].DistributeCard(0, new Card(2)); // yield return new WaitForSeconds(0.15f); // m_Owner.Players[0].DistributeCard(1, new Card(2)); // yield return new WaitForSeconds(0.15f); // m_Owner.OnHand.Add(new List<Card>() { // new Card(2), // new Card(2) // }); // yield return new WaitForSeconds(0.15f); // m_Owner.Players[1].DistributeCard(0, new Card(2)); // yield return new WaitForSeconds(0.15f); // m_Owner.Players[1].DistributeCard(1, new Card(2)); // yield return new WaitForSeconds(0.15f); // m_Owner.OnHand.Add(new List<Card>() { // new Card(2), // new Card(2) // }); // yield return new WaitForSeconds(0.15f); // m_Owner.DealerTable.DistributeCard(0, new Card(16)); // yield return new WaitForSeconds(0.15f); // m_Owner.DealerTable.DistributeCard(1, new Card(16)); // yield return new WaitForSeconds(0.15f); // m_Owner.DealerTable.DistributeCard(2, new Card(16)); // yield return new WaitForSeconds(0.15f); // m_Owner.DealerTable.DistributeCard(3, new Card(27)); // yield return new WaitForSeconds(0.15f); // m_Owner.DealerTable.DistributeCard(4, new Card(28)); // yield return new WaitForSeconds(0.15f); // m_Owner.OnTable.Add(new Card(16)); // yield return new WaitForSeconds(0.15f); // m_Owner.OnTable.Add(new Card(16)); // yield return new WaitForSeconds(0.15f); // m_Owner.OnTable.Add(new Card(16)); // yield return new WaitForSeconds(0.15f); // m_Owner.OnTable.Add(new Card(27)); // yield return new WaitForSeconds(0.15f); // m_Owner.OnTable.Add(new Card(28)); for (int j = 0; j < m_Owner.Players.Length; j++) { List <Card> onHand = new List <Card>(); for (int i = 0; i < 2; i++) { yield return(new WaitForSeconds(0.15f)); PlayerTable p = m_Owner.Players[j]; Card card = Dealer.Deal(); onHand.Add(card); p.DistributeCard(i, card); } m_Owner.OnHand.Add(onHand); } for (int i = 0; i < 5; i++) { yield return(new WaitForSeconds(0.15f)); Card card = Dealer.Deal(); m_Owner.DealerTable.DistributeCard(i, card); m_Owner.OnTable.Add(card); } m_Owner.ChangeState <EvaluateState>(); }