Example #1
0
        public void updateMahjong(Mahjong from, int toValue)
        {
            ResetStatus();
            int fromValue = from.GetMahjongValue();

            Debug.Log("[updateMahjong] " + fromValue + " > " + toValue);
            valueList.Remove(fromValue);
            valueList.Add(toValue);
            string before = "";

            valueList.ForEach((v) => { before += v + ","; });
            Debug.Log("BeforeSort " + before);
            valueList.Sort();
            string after = "";

            valueList.ForEach((v) => { after += v + ","; });
            Debug.Log("AfterSort " + after);
            from.SetStatus(Mahjong.Status.Holding);
            from.SetMahjongValue(toValue);
            from.transform.SetSiblingIndex(valueList.IndexOf(toValue));

            if (checkGang() == true)
            {
                return;
            }
            else if (checkHupai())
            {
                handleHupai();
            }
        }
Example #2
0
 public void AddMahjong(Mahjong mjToAdd)
 {
     ResetStatus();
     valueList.Add(mjToAdd.GetMahjongValue());
     mjToAdd.SetStatus(Mahjong.Status.Holding);
     mjToAdd.name   = mjToAdd.GetMahjongValue().ToString();
     mjToAdd.isMine = true;
     mjToAdd.transform.SetParent(this.gameObject.transform, false);
     valueList.Sort();
     mjToAdd.transform.SetSiblingIndex(valueList.IndexOf(mjToAdd.GetMahjongValue()));
 }
Example #3
0
        private void AddCurrentMahjongToMine()
        {
            if (!mahjongCurrent)
            {
                mahjongCurrent = GameObject.Find("CurrentMahjong");
            }
            Mahjong currentMahjong = mahjongCurrent.GetComponent <Mahjong>();

            CreateMahjongByValue((currentMahjong.GetMahjongValue()));
            currentMahjong.SetStatus(Mahjong.Status.Gone);
        }
Example #4
0
        /*
         *  当用户按下杠时执行动作,由GangScript使用SendMessage("OnGangClicked")调用
         */
        public void OnGangClicked()
        {
            Debug.Log("[OnGangClicked]");
            List <int> startIndex = new List <int>();
            int        i          = 0;

            while (i < valueList.Count)
            {
                int currentValue = valueList[i];
                int currentCount = 0;
                Debug.Log("Now checking at " + i + " Value=" + currentValue);
                for (int j = i; j < valueList.Count; j++)
                {
                    if (currentValue == valueList[j])
                    {
                        currentCount++;
                    }
                    else
                    {
                        break;
                    }
                }
                if (currentCount >= 4)
                {
                    startIndex.Add(i);
                    Debug.Log("Has found gang at " + i);
                }
                i += currentCount;
            }
            if (startIndex.Count == 0)
            {
                Debug.LogWarning("Wrong Message! Nothing to Gang!");
            }
            else if (startIndex.Count == 1)
            {
                handleGang(startIndex[0]);
            }
            else if (startIndex.Count > 1)
            {
                Debug.Log("Pending to choose which to Gang. count=" + startIndex.Count);
                Mahjong mj = null;
                startIndex.ForEach((start) => {
                    Debug.Log("Pending to choose which to Gang." + start);
                    for (int k = start; k < start + 4; k++)
                    {
                        mj = transform.GetChild(k).gameObject.GetComponent <Mahjong>();
                        mj.SetStatus(Mahjong.Status.HoldingToGang);
                    }
                });
            }
        }
Example #5
0
        public void ResetStatus()
        {
            Debug.Log("[ResetStatus]");
            Mahjong mj = null;

            for (int i = 0; i < transform.childCount; i++)
            {
                mj = transform.GetChild(i).gameObject.GetComponent <Mahjong>();
                if (mj.GetStatus() == Mahjong.Status.HoldingToThrow || mj.GetStatus() == Mahjong.Status.HoldingToGang)
                {
                    mj.SetStatus(Mahjong.Status.Holding);
                }
            }
        }
Example #6
0
 internal bool ReceiveMahjong(int value)
 {
     Debug.Log("[ReceiveMahjong]");
     if (!currentMahjong)
     {
         currentMahjong = GameObject.Find("CurrentMahjong");
     }
     if (currentMahjong != null)
     {
         Mahjong new_mahjong = currentMahjong.GetComponent <Mahjong>();
         new_mahjong.SetMahjongValue(value);
         new_mahjong.SetStatus(Mahjong.Status.Holding);
     }
     return(true);
 }
Example #7
0
        // Update is called once per frame
        public bool CreateMahjongByValue(int value)
        {
            if (transform.childCount >= MaxCount)
            {
                Debug.LogWarning("[AddMahjong] Can not add any more Mahjong. We already have " + transform.childCount);
                return(false);
            }
            GameObject newCell = Instantiate <GameObject>(mahjongPrefab) as GameObject;
            Mahjong    mjToAdd = newCell.GetComponent <Mahjong>() as Mahjong;

            mjToAdd.SetMahjongValue(value);
            AddMahjong(mjToAdd);
            if (checkGang() == true)
            {
                return(true);
            }
            return(true);
        }
Example #8
0
 public void handleGang(int startIndex)
 {
     Debug.Log("[handleGang] startIndex:" + startIndex);
     Mahjong[] mj = new Mahjong[4];
     for (int i = 0; i < 4; i++)
     {
         gangList.Add(valueList[startIndex + i]);
         mj[i] = transform.GetChild(i + startIndex).gameObject.GetComponent <Mahjong>();
     }
     Array.ForEach(mj, (m) => {
         m.SetStatus(Mahjong.Status.IsForGang);
         m.transform.localScale = new Vector3(0.75f, 0.75f, 1f);
         m.transform.SetParent(gangArea);
     });
     MaxCount -= 3;
     valueList.RemoveRange(startIndex, 4);
     AddCurrentMahjongToMine();
     ResetStatus();
 }
Example #9
0
        private void InitAllTiles(int row, int col)
        {
            Debug.Log("[InitAllTiles] row:" + row + " col:" + col);

            List <Transform> allTiles        = new List <Transform>();
            List <int>       indexList       = MJHelper.GenerateForFirstChoose(row * col);
            GridLayoutGroup  gridLayoutGroup = GetComponent <GridLayoutGroup>();

            gridLayoutGroup.constraint = GridLayoutGroup.Constraint.Flexible;
            // gridLayoutGroup.constraintCount = row;

            for (int i = 0; i < indexList.Count; i++)
            {
                GameObject newCell = Instantiate <GameObject>(mahjongPrefab) as GameObject;
                Mahjong    mahjong = newCell.GetComponent <Mahjong>() as Mahjong;
                mahjong.SetMahjongValue(indexList[i]);
                mahjong.SetStatus(Mahjong.Status.Selecting);
                // mahjong.SetStatus(Mahjong.Status.Closed);
                newCell.transform.SetParent(this.gameObject.transform, false);
            }
        }
Example #10
0
        public void OnPointUp()
        {
            MyTilesScript myMahjongs = GameObject.Find("MyTiles").GetComponent <MyTilesScript>() as MyTilesScript;

            switch (currentStatus)
            {
            case Status.Selecting:
            case Status.Closed:
                myMahjongs.ResetStatus();
                if (myMahjongs.CreateMahjongByValue(mahjongValue))
                {
                    SetStatus(Status.Gone);
                    return;     //如果被手里的牌接收了,则处理结束
                }
                NewFetchScript currentMahjong = GameObject.Find("NewFetched").GetComponent <NewFetchScript>() as NewFetchScript;
                if (currentMahjong.ReceiveMahjong(this.GetMahjongValue()))
                {
                    // GameObject.Destroy(this); // 已经被传给当前牌了,因为当前牌是复用,所以可以直接销毁被摸的牌
                    // transform.SetParent(null);
                    SetStatus(Status.Gone);
                    return;     // 摸牌的情况
                }

                break;

            case Status.Holding:
                SetStatus(Status.HoldingToThrow);
                break;

            case Status.HoldingToThrow:
                // 如果不是手里的牌,直接销毁
                if (!this.isMine)
                {
                    SetStatus(Status.Gone);
                }
                else
                {
                    // 如果是手里的牌,则需要把新抓的牌替代进去
                    GameObject currentMahjong2 = GameObject.Find("CurrentMahjong");
                    if (currentMahjong2 != null)
                    {
                        Mahjong to = currentMahjong2.GetComponent <Mahjong>() as Mahjong;
                        if (to.GetStatus() != Status.Gone)
                        {
                            myMahjongs.updateMahjong(this, to.GetMahjongValue());
                            to.SetStatus(Status.Gone);
                        }
                    }
                    else
                    {
                        // (未知错误的时候,通常不会发生)如果是手里的牌,但又没有摸牌,则恢复。
                        SetStatus(Status.Holding);
                    }
                }
                break;

            case Status.HoldingToGang:
                myMahjongs.OnMahjongSelectedToGang(mahjongValue);
                break;
            }
        }