Example #1
0
 private void Start()
 {
     managerPai = GameObject.Find("Main Camera").GetComponent <FICpaipaipai>();
     //手指触摸屏幕下滑上滑的麻将
     if (MJ_Touch && Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Began)
     {
         MJ_Touch.transform.position = beginPos_S;
     }
 }
Example #2
0
    //引用paipaipai脚本的手牌偏移量,测试
    private void Awake()
    {
        Start_MJposition = this.transform.position;
        maskPai          = transform.Find("/Main Camera").GetComponent <FICMaskPai>();
        paipaipai        = transform.Find("/Main Camera").GetComponent <FICpaipaipai>();
        managerPengGang  = transform.Find("/Main Camera").GetComponent <Manager_PengGang>();
        startGame        = transform.Find("/Main Camera").GetComponent <FICStartGame>();

        myCards      = transform.Find("/Main Camera").GetComponent <FICMyCards>();
        SPCamera     = transform.Find("/3D_SP_Camera").gameObject.GetComponent <Camera>();
        ReminderLine = transform.Find("/Game_UI/Interaction_UI/desktop_UI/ReminderLine").gameObject;
    }
Example #3
0
    private Manager_Audio managerAudio; ///单例

    /// <summary>
    ///
    /// </summary>
    private void Start()
    {
        myMaJiangList = new List <MaJiang>();
        //=====================对其他脚本的获取=============
        paipaipai = gameObject.GetComponent <FICpaipaipai>();
        maskPai   = gameObject.GetComponent <FICMaskPai>();
        startGame = gameObject.GetComponent <FICStartGame>();
        pengGang  = gameObject.GetComponent <Manager_PengGang>();
        //=====================为个人手牌,弃牌,碰牌的父物体赋值===============
        shouPaiContainerTrans     = transform.Find("/Game_Prefabs/TABLE/Game_3DPai/SouthContainer/ShouPaiContainer");
        qiPaiContainerTrans       = transform.Find("/Game_Prefabs/TABLE/Game_3DPai/SouthContainer/QiPaiContainer");
        pengGangPaiContainerTrans = transform.Find("/Game_Prefabs/TABLE/Game_3DPai/SouthContainer/PengGangPaiContainer");
        tempShouPaiContainerTrans = shouPaiContainerTrans;
        //======================手牌预制体==============
        shouPaiGO = Resources.Load <GameObject>("Game_GYMJ/Prefabs/3Dpai");
        tempGO    = transform.Find("/Game_Prefabs/emptyGO").gameObject;
        //======================手牌位置确定==============
        firstShouPaiTrans    = shouPaiContainerTrans.Find("FirstShouPai");
        secondShouPaiTrans   = shouPaiContainerTrans.Find("SecondShouPai");
        thirdShouPaiTrans    = shouPaiContainerTrans.Find("ThirdShouPai");
        newFirstShouPaiTrans = firstShouPaiTrans.position;
        moPaiTrans           = shouPaiContainerTrans.Find("MoPai");
        //======================弃牌位置确定==============
        firstQiPaiTrans  = qiPaiContainerTrans.Find("FirstQiPai");
        secondQiPaiTrans = qiPaiContainerTrans.Find("SecondQiPai");
        thirdQiPaiTrans  = qiPaiContainerTrans.Find("ThirdQiPai");
        //======================碰牌位置确定==============
        firstPengPaiTrans  = pengGangPaiContainerTrans.Find("FirstPengPai");
        secondPengPaiTrans = pengGangPaiContainerTrans.Find("SecondPengPai");
        thirdPengPaiTrans  = pengGangPaiContainerTrans.Find("ThirdPengPai");
        fourPengPaiTrans   = pengGangPaiContainerTrans.Find("FourPengPai");
        fivePengPaiTrans   = pengGangPaiContainerTrans.Find("FivePengPai");
        //======================偏移量确定==============
        shouPaiOffsetX = secondShouPaiTrans.position - firstShouPaiTrans.position;
        shouPaiOffsetY = thirdShouPaiTrans.position - firstShouPaiTrans.position;
        qiPaiOffsetX   = secondQiPaiTrans.position - firstQiPaiTrans.position;
        qiPaiOffsetZ   = thirdQiPaiTrans.position - firstQiPaiTrans.position;

        pengPaiOffsetX  = secondPengPaiTrans.position - firstPengPaiTrans.position;
        pengPaiOffsetZ  = thirdPengPaiTrans.position - secondPengPaiTrans.position;
        pengPaiOffsetLX = fivePengPaiTrans.position - fourPengPaiTrans.position;
        //======================生成下一张牌的位置确定=======
        nextPengPaiPos = firstPengPaiTrans.position;
        nextQiPaiPos   = firstQiPaiTrans.position;
        //======================动态加载3d牌贴图==============
        textureArray = new Texture[30];
        InitTextureFor3D();

        managerAudio = GameObject.Find("Main Camera").GetComponent <Manager_Audio>(); ///单例ManagerAudio脚本
    }
Example #4
0
    private void Start()
    {
        qipai     = transform.Find("/Main Camera").GetComponent <Manager_Qipai>();
        startGame = transform.Find("/Main Camera").GetComponent <FICStartGame>();
        paipaipai = transform.Find("/Main Camera").GetComponent <FICpaipaipai>();
        itemJiS   = Resources.Load("Game_GYMJ/Prefabs/item_2dji_s") as GameObject;
        itemJiN   = Resources.Load("Game_GYMJ/Prefabs/item_2dji_n") as GameObject;
        itemJiW   = Resources.Load("Game_GYMJ/Prefabs/item_2dji_w") as GameObject;
        itemJiE   = Resources.Load("Game_GYMJ/Prefabs/item_2dji_e") as GameObject;

        con_jis = transform.Find("panel_jis/con_jis_s");
        con_jin = transform.Find("panel_jis/con_jis_n");
        con_jiw = transform.Find("panel_jis/con_jis_w");
        con_jie = transform.Find("panel_jis/con_jis_e");

        panel_jiGO = transform.Find("panel_jis").gameObject;

        jis1 = transform.Find("panel_jis/con_jis_s/item_2dji_s1");
        jis2 = transform.Find("panel_jis/con_jis_s/item_2dji_s2");
        jin1 = transform.Find("panel_jis/con_jis_n/item_2dji_n1");
        jin2 = transform.Find("panel_jis/con_jis_n/item_2dji_n2");
        jiw1 = transform.Find("panel_jis/con_jis_w/item_2dji_w1");
        jiw2 = transform.Find("panel_jis/con_jis_w/item_2dji_w2");
        jie1 = transform.Find("panel_jis/con_jis_e/item_2dji_e1");
        jie2 = transform.Find("panel_jis/con_jis_e/item_2dji_e2");

        sNextPos = jis1.position;
        nNextPos = jin1.position;
        wNextPos = jiw1.position;
        eNextPos = jie1.position;

        offsetJiS    = jis2.position - jis1.position;
        offsetJiN    = jin2.position - jin1.position;
        offsetJiW    = jiw2.position - jiw1.position;
        offsetJiE    = jie2.position - jie1.position;
        chongJiImage = Resources.Load("Game_GYMJ/Texture/Game_UI/game_icon_CFJ", typeof(Sprite)) as Sprite;
        chongWuImage = Resources.Load("Game_GYMJ/Texture/Game_UI/game_icon_WGJ", typeof(Sprite)) as Sprite;
        zeJiImage    = Resources.Load("Game_GYMJ/Texture/Game_UI/game_icon_ZRJ", typeof(Sprite)) as Sprite;
        zeWuImage    = Resources.Load("Game_GYMJ/Texture/Game_UI/game_icon_ZRWG", typeof(Sprite)) as Sprite;
        baoImage     = Resources.Load("Game_GYMJ/Texture/Game_UI/game_icon_BAO", typeof(Sprite)) as Sprite;

        zhuoJiGO = transform.Find("image_zhuoji").gameObject;

        huangpaiGO = transform.Find("image_huangpai").gameObject;

        fanji2d = transform.Find("panel_jis/image_fanji2d").GetComponent <Image>();
    }
Example #5
0
    private int count = 1;//第一次点击缺一门的时候,手牌最后一张移动到摸牌区,只用一次

    private void Start()
    {
        // maskGO = Resources.Load("mask") as GameObject;
        paipaipai        = gameObject.GetComponent <FICpaipaipai>();
        startGame        = gameObject.GetComponent <FICStartGame>();
        myCards          = gameObject.GetComponent <FICMyCards>();
        Interaction_UIGO = GameObject.Find("Interaction_UI");
        QueYiMen         = Interaction_UIGO.transform.Find("can_que").gameObject;
        queWanButton     = QueYiMen.transform.Find("btn_que_wan").GetComponent <Button>();
        queTiaoButton    = QueYiMen.transform.Find("btn_que_tiao").GetComponent <Button>();
        queTongButton    = QueYiMen.transform.Find("btn_que_tong").GetComponent <Button>();
        southImage       = transform.Find("/Game_UI/Fixed_UI/Image_que/southImage").GetComponent <Image>();
        southImageVec    = southImage.gameObject.transform.position;
        southQuePos      = transform.Find("/Game_UI/Fixed_UI/Image_que/southImage1").transform.position;

        queWanButton.onClick.AddListener(delegate { OnQueWanButtonClick(); });
        //queTiaoButton.onClick.AddListener(OnQueTiaoButtonClick);
        //queTongButton.onClick.AddListener(OnQueTongButtonClick);
    }