public virtual void PlayEffect(EnCpgEffect effect) { if (effect == EnCpgEffect.none) { return; } var i = (int)effect; if (CpgParticle == null || CpgParticle.Length <= i || i < 0) { return; } CpgParticle[i].Stop(); CpgParticle[i].Play(); }
protected virtual void OnCpg(EventData evn) { var data = (CpgData)evn.data1; //显示吃碰杠特效 EnCpgEffect effect = EnCpgEffect.none; if (data.Type == EnGroupType.Chi) { effect = EnCpgEffect.chi; } else if (data.Type == EnGroupType.Peng) { effect = EnCpgEffect.peng; } else if (data.Type >= EnGroupType.WZhuaGang) { effect = EnCpgEffect.gang; } PlayersPnl.PlayEffect(_currChair, effect); }
protected virtual void OnHu(EventData evn) { GameResult data = (GameResult)evn.data1; //显示吃碰杠特效 EnCpgEffect effect = EnCpgEffect.none; if (data.HuType == MjRequestData.MJRequestTypeHu) { effect = EnCpgEffect.hu; } else if (data.HuType == MjRequestData.MJReqTypeZiMo) { effect = EnCpgEffect.zimo; } //游金胡特效 switch (data.QzmjHuType) { case QzmjHuType.youjin: effect = EnCpgEffect.youjin; break; case QzmjHuType.shuangyou: effect = EnCpgEffect.shuangyou; break; case QzmjHuType.sanyou: effect = EnCpgEffect.sanyou; break; case QzmjHuType.sanjindao: effect = EnCpgEffect.sanjindao; break; } foreach (int i in data.HuSeat) { var chair = UtilFunc.GetChairId(i); PlayersPnl.PlayEffect(chair, effect); } GetOpreateMenu().Reset(); if (TrusteeshipHelper.Instance != null) { //取消托管 TrusteeshipHelper.Instance.OnDisableTrusteeshipClick(); } }
public void ShowThrowEffectOnYoujin(int eventId, EventData evn) { if ((UIEventId)eventId == UIEventId.ShowThrowEffectOnYoujin) { int seat = (int)evn.data1; int type = (int)evn.data2; //显示吃碰杠特效 EnCpgEffect effect = EnCpgEffect.none; //游金胡特效 switch (type) { case 2: effect = EnCpgEffect.shuangyou; break; case 3: effect = EnCpgEffect.sanyou; break; } var chair = UtilFunc.GetChairId(seat); PlayersPnl.PlayEffect(chair, effect); } }
public void PlayEffect(int chair, EnCpgEffect effect) { PlayerEffect[chair].PlayEffect(effect); }
public void PlayEffect(int chair, EnCpgEffect effect) { PlayerOther.PlayEffect(chair, effect); }