void Start() { Decklist decklist0 = player[0].GetComponentInChildren <Decklist>(); Decklist decklist1 = player[1].GetComponentInChildren <Decklist>(); HandManager handmanager0 = player[0].GetComponentInChildren <HandManager>(); HandManager handmanager1 = player[1].GetComponentInChildren <HandManager>(); PlayerStats stats0 = player[0].GetComponentInChildren <PlayerStats>(); PlayerStats stats1 = player[1].GetComponentInChildren <PlayerStats>(); decklist0.Addcard("ShieldUp", "ShieldUp", "HeroicStrike", "Whirlwind", "MortalStrike", "Execute", "Execute"); decklist1.Addcard("SinisterStrike", "FoK", "FoK", "FoK", "FoK", "FoK"); decklist0.Shuffledeck(); decklist1.Shuffledeck(); //禁用多余的玩家 for (int i = playercount; i > 1; i--) { player[i - 1].SetActive(false); } Debug.Log(GameObject.FindGameObjectWithTag("Turn")); GameObject.FindGameObjectWithTag("Turn").GetComponent <TurnManager>().BeginTurn(); }
void Start() { Decklist decklist0 = player[0].GetComponentInChildren <Decklist>(); HandManager handmanager0 = player[0].GetComponentInChildren <HandManager>(); Stats stats0 = player[0].GetComponentInChildren <Stats>(); decklist0.Addcard("ShieldUp"); decklist0.Addcard("ShieldUp"); decklist0.Addcard("ShieldUp"); decklist0.Addcard("ShieldUp"); decklist0.Addcard("Execute"); decklist0.Addcard("Execute"); // decklist0.Draw(stats0.carddraw); player[0].SetActive(false); }