void CardList() { if (hands[0] == null) { hands[0] = new List <int>(); } else { hands[0].Clear(); } if (hands[1] == null) { hands[1] = new List <int>(); } else { hands[1].Clear(); } if (hands[2] == null) { hands[2] = new List <int>(); } else { hands[2].Clear(); } if (hands[3] == null) { hands[3] = new List <int>(); } else { hands[3].Clear(); } foreach (int l in deck.GetCards()) { if (k >= 0 && k < 13) { hands[0].Add(l); } else if (k > 12 && k < 26) { hands[1].Add(l); } else if (k > 25 && k < 39) { hands[2].Add(l); } else { hands[3].Add(l); } k++; } }
void DistributeCards() //メソッド本体 { int cardCount = 0; //内部で使う値cardCountの宣言 foreach (int i in deck.GetCards()) { float co = cardOffset * (cardCount / player); //オフセット幅の計算 Vector3 temp; GameObject cardCopy = (GameObject)Instantiate(cardPrefab); CardModel cardModel = cardCopy.GetComponent <CardModel>(); //Transform transform = cardCopy.GetComponent<Transform>(); SpriteRenderer spriteRenderer = cardCopy.GetComponent <SpriteRenderer>(); switch (cardCount % player) { case 0: temp = start1 + new Vector3(co, 0f); //tempというオフセットした位置の計算 cardCopy.transform.position = temp; //現在の位置にtempを代入 cardCopy.transform.Rotate(new Vector3(0f, 0f, 90f)); cardModel.cardIndex = i; cardModel.ToggleFace(true); spriteRenderer.sortingOrder = cardModel.faces.Length - cardCount; break; case 1: temp = start2 + new Vector3(0f, co); //tempというオフセットした位置の計算 cardCopy.transform.position = temp; //現在の位置にtempを代入 cardModel.cardIndex = i; cardModel.ToggleFace(true); spriteRenderer.sortingOrder = cardModel.faces.Length - cardCount; break; case 2: temp = start3 - new Vector3(co, 0f); //tempというオフセットした位置の計算 cardCopy.transform.position = temp; //現在の位置にtempを代入 cardCopy.transform.Rotate(new Vector3(0f, 0f, 270f)); cardModel.cardIndex = i; cardModel.ToggleFace(true); spriteRenderer.sortingOrder = cardModel.faces.Length - cardCount; break; case 3: temp = start4 - new Vector3(0f, co); //tempというオフセットした位置の計算 cardCopy.transform.position = temp; //現在の位置にtempを代入 cardModel.cardIndex = i; cardModel.ToggleFace(true); spriteRenderer.sortingOrder = cardModel.faces.Length - cardCount; break; } cardCount++; //cardCountをインクリメント } }