private void ResetGround() { foreach (GroundController gc in allGcs) { gc.ResetType(); } for (int i = 0; i < 5; i++) { recJobRatios [i] = 0; ratioCount [i] = 0; recActLevel [i] = 0; } for (int i = 0; i < 5; i++) { playerButton [i].ResetRatio(); } allRatioData = new List <RaycastData> (); recAllRatioData = new List <RaycastData> (); charaGc = new LinkedList <GroundController> (); extraedGc = new List <ExtraRatioData> (); newRaycastData = new List <RaycastData> (); charaIdx = null; isResetGround = false; spaceCorrect = false; spaceCount = 0; ResetStatus(); while (_charaGroup.Count > 0) { SetChess(); } if (!fightInit) { resetGroundCount++; fightController.SetResetRatio(Mathf.CeilToInt(resetGroundCount / 2)); } else { fightInit = false; } OnOpenButton(); RoundStart(); }