/*动作*/ //开始 bool IMGameView.OnStart(OptionData.DataBase data) { //游戏开始 gameStartFlag = true; //禁止界面操作 globalOperateFlag = false; //当前状态 previousState = Logic.add_group; //下一个状态 nextState = Logic.turn_dice; //配置 gameData = data; //发牌顺序 SetPriority(gameData.player_priority); //重置 gameAct.Reset(); //随便连起链表便于洗牌 gameAct.CardDirection(0); //洗牌 第一个出牌的总是庄家 庄家为0 StartCoroutine(gameAct.AddGroup(() => { //洗完牌摇色子 StartCoroutine(LogicCprocessor(currentUserID)); })); return(true); }
IEnumerator GetTest(CardTest type, MahjongPrefab carditem = new MahjongPrefab()) { switch (type) { case CardTest.group: yield return(GameAct.AddGroup()); break; case CardTest.handCard: yield return(GameAct.AddHandCard(GameAct.hostUser, carditem)); yield return(GameAct.DisplayCard(GameAct.hostUser)); break; case CardTest.outCard: yield return(GameAct.AddOutCard(GameAct.hostUser, carditem)); break; case CardTest.spacialCard: yield return(GameAct.AddSpacialCard(GameAct.hostUser, carditem)); break; case CardTest.getCard: yield return(GameAct.AddHandleCard(GameAct.hostUser, carditem)); break; case CardTest.insertCard: int index = GameAct.hostUser.handCard.Count; if (index < 3) { --index; } else { index = 2; } yield return(GameAct.InsertToHandCard(GameAct.hostUser, index, GameAct.hostUser.handleCard.GetMahjongCard())); break; case CardTest.diceRoll: yield return(GameAct.TurnDice(Random.Range(1, 7), Random.Range(1, 7))); break; case CardTest.displayDice: yield return(GameAct.DisapperDice()); break; } }