protected override async ETTask Run(ETModel.Session session, Actor_AuthorityPlayCard_Ntt message)
        {
            UI uiRoom = Game.Scene.GetComponent <UIComponent>().Get(LandUIType.LandRoom);
            LandRoomComponent room  = uiRoom.GetComponent <LandRoomComponent>();
            Gamer             gamer = room.GetGamer(message.UserID);

            if (gamer != null)
            {
                //重置玩家提示
                gamer.GetComponent <LandlordsGamerPanelComponent>().ResetPrompt();

                //当玩家为先手,清空出牌
                if (message.IsFirst)
                {
                    gamer.GetComponent <HandCardsComponent>().ClearPlayCards();
                }

                //显示出牌按钮
                if (gamer.UserID == LandRoomComponent.LocalGamer.UserID)
                {
                    LandInteractionComponent interaction = uiRoom.GetComponent <LandRoomComponent>().Interaction;
                    interaction.IsFirst = message.IsFirst;
                    interaction.StartPlay();
                }
            }

            await ETTask.CompletedTask;
        }
Example #2
0
        protected override async ETTask Run(ETModel.Session session, Actor_SetLandlord_Ntt message)
        {
            UI uiRoom = Game.Scene.GetComponent <UIComponent>().Get(LandUIType.LandRoom);
            LandRoomComponent room  = uiRoom.GetComponent <LandRoomComponent>();
            Gamer             gamer = room.GetGamer(message.UserID);

            if (gamer != null)
            {
                HandCardsComponent handCards = gamer.GetComponent <HandCardsComponent>();
                if (gamer.UserID == LandRoomComponent.LocalGamer.UserID)
                {
                    //如果本地玩家是地主添加地主牌
                    Card[] Tcards = new Card[message.LordCards.Count];
                    for (int i = 0; i < message.LordCards.Count; i++)
                    {
                        Tcards[i] = message.LordCards[i];
                    }
                    handCards.AddCards(Tcards);
                }
                else
                {
                    //其他玩家设置手牌数
                    handCards.SetHandCardsNum(20);
                }
            }

            //设置值玩家身份
            foreach (var _gamer in room.gamers)
            {
                HandCardsComponent           handCardsComponent = _gamer.GetComponent <HandCardsComponent>();
                LandlordsGamerPanelComponent gamerUI            = _gamer.GetComponent <LandlordsGamerPanelComponent>();
                if (_gamer.UserID == message.UserID)
                {
                    handCardsComponent.AccessIdentity = Identity.Landlord;
                    gamerUI.SetIdentity(Identity.Landlord);
                }
                else
                {
                    handCardsComponent.AccessIdentity = Identity.Farmer;
                    gamerUI.SetIdentity(Identity.Farmer);
                }
            }

            //重置玩家UI提示
            foreach (var _gamer in room.gamers)
            {
                _gamer.GetComponent <LandlordsGamerPanelComponent>().ResetPrompt();
            }

            //切换地主牌精灵
            GameObject lordPokers = uiRoom.GameObject.Get <GameObject>("Desk").Get <GameObject>("LordPokers");

            for (int i = 0; i < lordPokers.transform.childCount; i++)
            {
                Sprite lordCardSprite = CardHelper.GetCardSprite(message.LordCards[i].GetName());
                lordPokers.transform.GetChild(i).GetComponent <Image>().sprite = lordCardSprite;
            }
            await ETTask.CompletedTask;
        }
        protected override async ETTask Run(ETModel.Session session, Actor_GamerExitRoom_Ntt message)
        {
            UI uiRoom = Game.Scene.GetComponent <UIComponent>().Get(LandUIType.LandRoom);
            LandRoomComponent landlordsRoomComponent = uiRoom.GetComponent <LandRoomComponent>();

            landlordsRoomComponent.RemoveGamer(message.UserID);

            await ETTask.CompletedTask;
        }
        protected override async ETTask Run(ETModel.Session session, Actor_GamerEnterRoom_Ntt message)
        {
            UI uiRoom = Game.Scene.GetComponent <UIComponent>().Get(LandUIType.LandRoom);
            LandRoomComponent landRoomComponent = uiRoom.GetComponent <LandRoomComponent>();

            //从匹配状态中切换为准备状态
            if (landRoomComponent.Matching)
            {
                landRoomComponent.Matching = false; //进入房间取消匹配状态
                //GameObject matchPrompt = uiRoom.GameObject.Get<GameObject>("MatchPrompt");

                uiRoom.GameObject.Get <GameObject>("Ready").SetActive(true);
            }

            //服务端发过来3个GamerInfo 本地玩家进入房间的顺序
            int localIndex = -1;

            for (int i = 0; i < message.Gamers.Count; i++)
            {
                if (message.Gamers[i].UserID == LandRoomComponent.LocalGamer.UserID)
                {
                    //得出本地玩家是第几个进入房间,可能是0,1,2
                    localIndex = i;
                }
            }

            //添加进入房间的玩家,判定座位位置
            for (int i = 0; i < message.Gamers.Count; i++)
            {
                //如果服务端发来了默认空GamerInfo 跳过
                GamerInfo gamerInfo = message.Gamers[i];
                if (gamerInfo.UserID == 0)
                {
                    continue;
                }
                //如果这个ID的玩家不在桌上
                if (landRoomComponent.GetGamer(gamerInfo.UserID) == null)
                {
                    Gamer gamer = ETModel.ComponentFactory.Create <Gamer, long>(gamerInfo.UserID);

                    // localIndex + 1 指本地玩家后进入的下一个玩家
                    // 不论本地玩家是第几个进入房间,都放在1号位(下边)
                    if ((localIndex + 1) % 3 == i)
                    {
                        //玩家在本地玩家右边2号位
                        landRoomComponent.AddGamer(gamer, 2);
                    }
                    else
                    {
                        //玩家在本地玩家左边0号位
                        landRoomComponent.AddGamer(gamer, 0);
                    }
                }
            }

            await ETTask.CompletedTask;
        }
Example #5
0
        protected override async ETTask Run(ETModel.Session session, Actor_GamerReady_Landlords message)
        {
            UI uiRoom = Game.Scene.GetComponent <UIComponent>().Get(LandUIType.LandRoom);
            LandRoomComponent room  = uiRoom.GetComponent <LandRoomComponent>();
            Gamer             gamer = room.GetGamer(message.UserID);

            gamer.GetComponent <LandlordsGamerPanelComponent>().SetReady();
            //本地玩家准备,隐藏准备按钮
            if (gamer.UserID == LandRoomComponent.LocalGamer.UserID)
            {
                uiRoom.GameObject.Get <GameObject>("Ready").SetActive(false);
            }

            await ETTask.CompletedTask;
        }
Example #6
0
        protected override async ETTask Run(ETModel.Session session, Actor_GamerGrabLandlordSelect_Ntt message)
        {
            UI uiRoom = Game.Scene.GetComponent <UIComponent>().Get(LandUIType.LandRoom);
            LandRoomComponent room  = uiRoom.GetComponent <LandRoomComponent>();
            Gamer             gamer = room.GetGamer(message.UserID);

            if (gamer != null)
            {
                if (gamer.UserID == LandRoomComponent.LocalGamer.UserID)
                {
                    uiRoom.GetComponent <LandRoomComponent>().Interaction.EndGrab();
                }
                gamer.GetComponent <LandlordsGamerPanelComponent>().SetGrab(message.IsGrab);
            }

            await ETTask.CompletedTask;
        }
        protected override async ETTask Run(ETModel.Session session, Actor_GameStartHandCards_Ntt message)
        {
            UI uiRoom = Game.Scene.GetComponent <UIComponent>().Get(LandUIType.LandRoom);
            LandRoomComponent room = uiRoom.GetComponent <LandRoomComponent>();

            //初始化玩家UI
            foreach (GamerCardNum gamerCardNum in message.GamersCardNum)
            {
                Gamer gamer = room.GetGamer(gamerCardNum.UserID);
                LandlordsGamerPanelComponent gamerUI = gamer.GetComponent <LandlordsGamerPanelComponent>();
                gamerUI.GameStart();

                HandCardsComponent handCards = gamer.GetComponent <HandCardsComponent>();
                if (handCards != null)
                {
                    handCards.Reset();
                }
                else
                {
                    //Log.Debug("没有可以复用的HandCardsComponent,创建一个。");
                    handCards = gamer.AddComponent <HandCardsComponent, GameObject>(gamerUI.Panel);
                }

                //显示牌背面或者手牌
                handCards.Appear();
                //添加与更新本地玩家的手牌
                if (gamer.UserID == LandRoomComponent.LocalGamer.UserID)
                {
                    //本地玩家添加手牌
                    Card[] Tcards = new Card[message.HandCards.Count];
                    for (int i = 0; i < message.HandCards.Count; i++)
                    {
                        Tcards[i] = message.HandCards[i];
                    }
                    handCards.AddCards(Tcards);
                }
                else
                {
                    //设置其他玩家手牌数
                    handCards.SetHandCardsNum(gamerCardNum.Num);
                }
            }

            //显示牌桌UI
            GameObject desk = uiRoom.GameObject.Get <GameObject>("Desk");

            desk.SetActive(true);
            GameObject lordPokers = desk.Get <GameObject>("LordPokers");

            //重置地主牌
            Sprite lordSprite = CardHelper.GetCardSprite("None");

            for (int i = 0; i < lordPokers.transform.childCount; i++)
            {
                lordPokers.transform.GetChild(i).GetComponent <Image>().sprite = lordSprite;
            }

            LandRoomComponent uiRoomComponent = uiRoom.GetComponent <LandRoomComponent>();

            //设置初始倍率
            uiRoomComponent.SetMultiples(1);

            await ETTask.CompletedTask;
        }