// Update is called once per frame void Update() { switch (m_ProcessingTurn) { case TurnType.OrderPlayer: // プレイヤーを一定の条件でシャッフルする m_ProcessingTurn = TurnType.SelectCard; break; case TurnType.SelectCard: // どのカードでゲーム開始を行うか foreach (var cardData in m_DatabaseController.SelectCardMaster()) { var cardBuilder = new CardBuilder(); var card = cardBuilder.CreateCard(cardData); m_Supply.AddSupply(card); } m_ProcessingTurn = TurnType.PlayerTurn; break; case TurnType.PlayerTurn: // ゲーム開始を行う // プレイヤーがターン終了するまで他のプレイヤーは待機 Player nowPlayer = m_PlayerList[0]; break; } }
/// <summary> /// 初期化 /// </summary> public void Initialize(List <CardMasterData> cardList) { m_CardBulider = new CardBuilder(); m_CardList = new List <Card>(); foreach (var card in cardList) { var content = m_CardBulider.CreateCard(card); content.transform.SetParent(this.transform); content.transform.localPosition = Vector3.zero; AddCard(content); } }