Example #1
0
    /// <summary>
    /// 开始发牌
    /// </summary>
    public IEnumerator DealCards()
    {
        //进入发牌阶段
        cardManagerState = CardManagerStates.DealCards;
        termCurrentIndex = termStartIndex;

        yield return(DealHeapCards(false));
    }
Example #2
0
    IEnumerator DealCards()
    {
        //进入发牌阶段
        cardManagerState  = CardManagerStates.DealCards;
        termCurrentPlayer = RoomManager.Instance.Self.Value;
        if (termCurrentPlayer == null)
        {
            Log.Error("开始发牌的玩家不存在");
        }

        yield return(DealHeapCards());
    }
Example #3
0
    /// <summary>
    /// 发牌堆上的牌(如果现在不是抢地主阶段,发普通牌,如果是,发地主牌)
    /// </summary>
    /// <returns></returns>
    private IEnumerator DealHeapCards()
    {
        //显示牌堆
        heapPos.gameObject.SetActive(true);

        //计算每张地主牌的位置
        int cardIndex    = 0;
        int cardAllIndex = 0;

        foreach (var cardName in cardNamesNeeded)
        {
            //给当前玩家发一张牌
            var nowCardNum = termCurrentPlayer.handCards.Count;
            termCurrentPlayer.GetCard(cardName, cardIndex);
            var tempPlayer = termCurrentPlayer;
            var cover      = Instantiate(heapPos.gameObject);
            //  cover.GetComponent<RectTransform>().localScale = Vector3.one;
            //移动动画,动画结束后自动销毁
            var tween = cover.transform.DOMove(playerHeapPos[tempPlayer.uiPos.Value], 0.3f);
            tween.OnComplete(() =>
            {
                tempPlayer.ShowLastCard(nowCardNum);
                Destroy(cover);
            });

            yield return(new WaitForSeconds(1 / dealCardSpeed));


            //下一个需要发牌者
            //
            SetNextPlayer();

            if (cardAllIndex % (cardNamesNeeded.Count / 3) == 0)
            {
                cardIndex++;
            }
            cardAllIndex++;
        }


        //隐藏牌堆
        heapPos.gameObject.SetActive(false);
        // playerHeapPos[0].gameObject.SetActive(false);

        //发普通牌
        //显示玩家手牌
        // ShowPlayerSelfCards();
        cardManagerState = CardManagerStates.Playing;
    }
Example #4
0
 /// <summary>
 /// 洗牌
 /// </summary>
 public void ShuffleCards()
 {
     //进入洗牌阶段
     cardManagerState = CardManagerStates.ShuffleCards;
     cardNames        = cardNames.OrderBy(c => Guid.NewGuid()).ToArray();
 }
Example #5
0
 public void OnGameEnd()
 {
     //进入发牌阶段
     cardManagerState = CardManagerStates.Ready;
     StartCoroutine(BackHeapCards());
 }
Example #6
0
 /// <summary>
 /// 开始出牌阶段
 /// </summary>
 private void StartFollowing()
 {
     cardManagerState = CardManagerStates.Playing;
     //地主先出牌
     Players[bankerIndex].ToFollowing();
 }
Example #7
0
    /// <summary>
    /// 开始抢地主
    /// </summary>
    private void StartBiding()
    {
        cardManagerState = CardManagerStates.Bid;

        Players[termCurrentIndex].ToBiding();
    }