Example #1
0
    protected void AddChips(Transform parent, long chips)
    {
        for (int i = parent.childCount - 1; i >= 0; i--)
        {
            GameObject.DestroyImmediate(parent.GetChild(i).gameObject);
        }

        BetData bd = BlackJack_Data.GetInstance().m_BetData[m_BjGameBase.m_RoomInfo.m_nRoomLevel - 1];

        int[] grades = bd.m_nGrades;
        for (int i = grades.Length - 1; i >= 0; i--)
        {
            if (chips >= grades[i] || i == 0)
            {
                int index = i + (chips > grades[i] ? 2 : 1);
                UnityEngine.Object obj     = (GameObject)m_BjGameBase.m_AssetBundle.LoadAsset("Model_chouma" + index);
                GameObject         gameObj = GameMain.instantiate(obj) as GameObject;
                gameObj.transform.SetParent(parent, false);
                gameObj.GetComponentInChildren <TextMesh>().text = GameFunction.FormatCoinText(chips);

                break;
            }
        }


        CustomAudioDataManager.GetInstance().PlayAudio(1003);
    }
Example #2
0
    public static BlackJack_Data GetInstance()
    {
        if (instance == null)
        {
            instance = new BlackJack_Data();
        }

        return(instance);
    }
Example #3
0
    public void OnStateChange(BlackRoomState_Enum state)
    {
        if (m_eRoomState == state)
        {
            return;
        }

        DebugLog.Log(string.Format("room state change: ({0}->{1})", m_eRoomState, state));

        //OnQuitSate
        switch (m_eRoomState)
        {
        case BlackRoomState_Enum.BlackRoomState_ChipIn:
        {
            if (m_BjGameBase.m_nLocalPlayerSit < RoomInfo.PlayerNum)
            {
                CustomAudioDataManager.GetInstance().PlayAudio(1006);
            }

            foreach (Black_Player player in m_PlayerList)
            {
                player.OnLocalPlayerSit(false, m_BjGameBase.m_nLocalPlayerSit);
            }
        }
        break;

        default:
            break;
        }


        m_eRoomState = state;

        //OnEnterState
        switch (m_eRoomState)
        {
        case BlackRoomState_Enum.BlackRoomState_WaitBoss:
        {
            foreach (Black_Player player in m_PlayerList)
            {
                player.OnLocalPlayerSit(true, m_BjGameBase.m_nLocalPlayerSit);
            }
        }
        break;

        case BlackRoomState_Enum.BlackRoomState_ChipIn:
        {
            m_fCountTime = m_fStateTime = BlackJack_Data.GetInstance().m_fChipInTime;

            foreach (Black_Player player in m_PlayerList)
            {
                player.OnLocalPlayerSit(true, m_BjGameBase.m_nLocalPlayerSit, true);
            }
        }
        break;

        case BlackRoomState_Enum.BlackRoomState_DealCards:
        {
            m_fCountTime = m_fStateTime = BlackJack_Data.GetInstance().m_fAskNeedTime;
        }
        break;

        case BlackRoomState_Enum.BlackRoomState_BuySafe:
        {
            m_fCountTime = m_fStateTime = BlackJack_Data.GetInstance().m_fBuySafeTime;
        }
        break;

        case BlackRoomState_Enum.BlackRoomState_End:
        {
            OnEnd();
        }
        break;

        default:
        {
            m_fCountTime = 0.0f;
        }
        break;
        }
    }