<commit_before>#include <cinder/app/App.h>
#include <cinder/app/RendererGl.h>
#include <cinder/gl/gl.h>
#include <cinder/Timeline.h>
#include <Utility/cInput.h>
#include <Scene/Member/cGameMain.h>
#include <Game/cFieldManager.h>
#include <Game/cStrategyManager.h>
#include <CameraManager/cCameraManager.h>
#include <Game/cPlayerManager.h>
#include <Game/cGemManager.h>
#include <Collision/cCollisionManager.h>
#include <Network.hpp>
#include <Game/cClientAdapter.h>
#include <Game/cServerAdapter.h>
#include <Resource/TextureManager.h>
#include <Shader/cShadowManager.h>
#include <Node/renderer.hpp>
#include <Node/action.hpp>
#include <Network/cMatchingMemberManager.h>
#include <Game/cShaderManager.h>
#include <Game/cDebugManager.h>
#include <Game/cLightManager.h>
#include <Game/cUIManager.h>
#include <Particle/cParticleManager.h>
#include<Game/cCapsuleManager.h>
#include<Game/cSubWeaponManager.h>
#include <boost/date_time/gregorian/gregorian.hpp>
#include <boost/date_time.hpp>
#include <Game/cGameManager.h>
#include <Game/Field/FieldData.h>
#include <Sound/Stereophonic.h>

static ci::vec3 testSoundPos;

using namespace ci;
using namespace ci::app;
using namespace std;
namespace Scene
{
namespace Member
{
void cGameMain::setup( )
{
	ci::app::console( ) << __FILE__ << __LINE__ << std::endl;

	Game::cUIManager::getInstance( )->awake( );
	Game::cDebugManager::getInstance( )->setup( );
	Sound::StereophonicManager::getInstance()->open();
	glsl = cinder::gl::GlslProg::create( cinder::app::loadAsset( "Shader/world.vert" ), 
										 cinder::app::loadAsset( "Shader/world.frag" ) );

    skydome.setup( );
    CAMERA->setup( ); 
    Shader::cShadowManager::getInstance( )->setup( );
    Game::cFieldManager::getInstance( )->setup( );
    Game::cStrategyManager::getInstance( )->setup( );

	int player_numbers = 8;

	const int active_player_id = Network::cMatchingMemberManager::getInstance( )->mPlayerID;

	ci::app::console( ) << __FILE__ << __LINE__ << std::endl;

	// `[
	std::vector<int> teams;
	teams.emplace_back( Game::Player::Red );
	teams.emplace_back( Game::Player::Red );
	teams.emplace_back( Game::Player::Red );
	teams.emplace_back( Game::Player::Red );
	teams.emplace_back( Game::Player::Blue );
	teams.emplace_back( Game::Player::Blue );
	teams.emplace_back( Game::Player::Blue );
	teams.emplace_back( Game::Player::Blue );
    for ( auto& o : Network::cMatchingMemberManager::getInstance( )->mPlayerDatas )
    {
        teams[o.playerID] = o.teamNum;
		ci::app::console( ) << __FILE__ << __LINE__ << "o.playerID: " << o.playerID << std::endl;
		ci::app::console( ) << __FILE__ << __LINE__ << "o.teamNum: " << o.teamNum << std::endl;
    }
	teams[active_player_id] = Network::cMatchingMemberManager::getInstance()->mPlayerTeamNum;
	
	ci::app::console( ) << __FILE__ << __LINE__ << std::endl;

	// X|[ʒu̐ݒB
	std::vector<ci::vec3> positions = Game::Field::RESPAWN_POINT;
    Game::cPlayerManager::getInstance( )->setup(positions, player_numbers, active_player_id, teams);
	// vC[̌ς悤ƂsB
	//for ( int i = 0; i < positions.size( ) / 2; ++i )
	//{
	//	Game::cPlayerManager::getInstance( )->getPlayer( i )->move( vec3( 0, 0, 0.01F ) );
	//}

	int seed = 20171031;
	GemManager->setUp(vec3(0,0,0),
		              vec3(Game::Field::CHUNK_SIZE * Game::Field::CHUNK_RANGE_X /2,
						   Game::Field::CHUNK_SIZE * Game::Field::CHUNK_RANGE_Y,
						   Game::Field::CHUNK_SIZE * Game::Field::CHUNK_RANGE_Z),Game::Field::BLOCK_SIZE,0.5,100,seed);
    Collision::cCollisionManager::getInstance( )->setup( );
	Game::cLightManager::getInstance( )->setup( );
	Game::cShaderManager::getInstance( )->setup( );
	Game::cCapsuleManager::getInstance()->setup();
	Game::cSubWeaponManager::getInstance()->setup();
	Game::cUIManager::getInstance( )->setup( );
<commit_msg>ゲームメインにデバッグログを追加。<commit_after>#include <cinder/app/App.h>
#include <cinder/app/RendererGl.h>
#include <cinder/gl/gl.h>
#include <cinder/Timeline.h>
#include <Utility/cInput.h>
#include <Scene/Member/cGameMain.h>
#include <Game/cFieldManager.h>
#include <Game/cStrategyManager.h>
#include <CameraManager/cCameraManager.h>
#include <Game/cPlayerManager.h>
#include <Game/cGemManager.h>
#include <Collision/cCollisionManager.h>
#include <Network.hpp>
#include <Game/cClientAdapter.h>
#include <Game/cServerAdapter.h>
#include <Resource/TextureManager.h>
#include <Shader/cShadowManager.h>
#include <Node/renderer.hpp>
#include <Node/action.hpp>
#include <Network/cMatchingMemberManager.h>
#include <Game/cShaderManager.h>
#include <Game/cDebugManager.h>
#include <Game/cLightManager.h>
#include <Game/cUIManager.h>
#include <Particle/cParticleManager.h>
#include<Game/cCapsuleManager.h>
#include<Game/cSubWeaponManager.h>
#include <boost/date_time/gregorian/gregorian.hpp>
#include <boost/date_time.hpp>
#include <Game/cGameManager.h>
#include <Game/Field/FieldData.h>
#include <Sound/Stereophonic.h>

static ci::vec3 testSoundPos;

using namespace ci;
using namespace ci::app;
using namespace std;
namespace Scene
{
namespace Member
{
void cGameMain::setup( )
{
	ci::app::console( ) << __FILE__ << __LINE__ << std::endl;

	Game::cUIManager::getInstance( )->awake( );
	Game::cDebugManager::getInstance( )->setup( );
	Sound::StereophonicManager::getInstance()->open();
	glsl = cinder::gl::GlslProg::create( cinder::app::loadAsset( "Shader/world.vert" ), 
										 cinder::app::loadAsset( "Shader/world.frag" ) );

    skydome.setup( );
    CAMERA->setup( ); 
    Shader::cShadowManager::getInstance( )->setup( );
    Game::cFieldManager::getInstance( )->setup( );
    Game::cStrategyManager::getInstance( )->setup( );

	int player_numbers = 8;

	const int active_player_id = Network::cMatchingMemberManager::getInstance( )->mPlayerID;

	ci::app::console( ) << __FILE__ << __LINE__ << std::endl;

	// `[
	std::vector<int> teams;
	teams.emplace_back( Game::Player::Red );
	teams.emplace_back( Game::Player::Red );
	teams.emplace_back( Game::Player::Red );
	teams.emplace_back( Game::Player::Red );
	teams.emplace_back( Game::Player::Blue );
	teams.emplace_back( Game::Player::Blue );
	teams.emplace_back( Game::Player::Blue );
	teams.emplace_back( Game::Player::Blue );
    for ( auto& o : Network::cMatchingMemberManager::getInstance( )->mPlayerDatas )
    {
        teams[o.playerID] = o.teamNum;
    }
	teams[active_player_id] = Network::cMatchingMemberManager::getInstance()->mPlayerTeamNum;
	
	ci::app::console( ) << __FILE__ << __LINE__ << std::endl;

	for ( auto& o : Network::cMatchingMemberManager::getInstance( )->mPlayerDatas )
	{
		ci::app::console( ) << __FILE__ << __LINE__ << "o.playerID: " << (int)o.playerID << std::endl;
		ci::app::console( ) << __FILE__ << __LINE__ << "o.teamNum: " << (int)o.teamNum << std::endl;
		ci::app::console( ) << __FILE__ << __LINE__ << "active_player_id: " << (int)active_player_id << std::endl;
	}

	// X|[ʒu̐ݒB
	std::vector<ci::vec3> positions = Game::Field::RESPAWN_POINT;
    Game::cPlayerManager::getInstance( )->setup(positions, player_numbers, active_player_id, teams);
	// vC[̌ς悤ƂsB
	//for ( int i = 0; i < positions.size( ) / 2; ++i )
	//{
	//	Game::cPlayerManager::getInstance( )->getPlayer( i )->move( vec3( 0, 0, 0.01F ) );
	//}

	int seed = 20171031;
	GemManager->setUp(vec3(0,0,0),
		              vec3(Game::Field::CHUNK_SIZE * Game::Field::CHUNK_RANGE_X /2,
						   Game::Field::CHUNK_SIZE * Game::Field::CHUNK_RANGE_Y,
						   Game::Field::CHUNK_SIZE * Game::Field::CHUNK_RANGE_Z),Game::Field::BLOCK_SIZE,0.5,100,seed);
    Collision::cCollisionManager::getInstance( )->setup( );
	Game::cLightManager::getInstance( )->setup( );
	Game::cShaderManager::getInstance( )->setup( );
	Game::cCapsuleManager::getInstance()->setup();
	Game::cSubWeaponManager::getInstance()->setup();
	Game::cUIManager::getInstance( )->setup( );

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