void DrawPhase() { Debug.Log("DrawPhase"); // カードのドロー currentPlayer.Draw(); phase = Phase.STANDBY; current_phase = "DrawPhase"; if (currentPlayer != playerList[1]) { current_player = "自分"; } else { current_player = "相手"; } turn += 1; }
void InitPhase() { Debug.Log("InitPhase"); // デッキの生成 Debug.Log("player1CardDataList" + player1CardDataList[1]); Debug.Log("player2CardDataList" + player2CardDataList[1]); Debug.Log("playerList[0].deck:" + currentPlayer.x); Debug.Log("playerList[0].deck" + waitPlayer.y); /* * deckGenerater.Generate(player1CardDataList, playerList[0].deck); * deckGenerater.Generate(player2CardDataList, playerList[1].deck); */ deckGenerater.Generate(player1CardDataList, currentPlayer.deck); deckGenerater.Generate(player2CardDataList, waitPlayer.deck); manaGenerater.Generate(ManacardDataList1, currentPlayer.mana); manaGenerater.Generate(ManacardDataList2, waitPlayer.mana); diceGenerater.Generate(DiceDataList); //diceGenerater.Generate(DiceDataList, waitPlayer.mana); // 現在のプレイヤー currentPlayer = playerList[0]; waitPlayer = playerList[1]; coroutine = PhaseChange(false); Coroutine retA = StartCoroutine(coroutine); phase = Phase.DRAW; current_phase = "InitPhase"; current_player = "自分"; // ゲーム開始時に手札をセット for (int i = 0; i < 5; i++) { currentPlayer.Draw(); waitPlayer.Draw(); } }