Exemple #1
0
        /*
         *  F_COMMON_HAND = 0,					// 平胡
         *      F_THIRTEEN_INDEPEND,					// 十三不靠
         *      F_THIRTEEN_ORPHANS,					// 十三幺
         *      F_SEVEN_PAIRS,							// 七对
         *      F_LUXURY_SEVEN_PAIRS,				// 豪华七对
         *
         *      F_ALL_CONCEALED_HAND=5,				// 门清
         *      F_SISTER_PAVE,							//	姐妹
         *      F_DOUBLE_SISTER_PAVE,					//双姐妹铺
         *      F_LACK_SUIT,							// 缺一门
         *      F_CONNECTED_SEQUENCE,				//	一条龙
         *
         *      F_COUPLES_HAND=10,						// 对对胡
         *      F_SAME_COLOUR,							//	清一色
         *      F_SAME_COUPLES,						//清对对
         *      F_MIXED_ONE_SUIT,						//	混一色
         *      F_HONOR_TILES,						//字一色
         *
         *      F_GANG_KAI=15,								// 杠上开花
         *      F_FOUR_LAIZI,							// 四癞子胡牌
         *      F_COMMON_HAND_FOUR_LAIZI,			// 天胡/地胡四癞子
         *      F_SOFT_LACK,						//软缺
         *      F_FORCED_LACK,						//硬缺
         *
         *      F_FOUR_IN_HAND=20,						//四遇子
         *      F_VALUABLE_WIND,					//值钱风
         *      F_ROBBING_KONG_WIN,					//抢杠胡
         *      F_PEN_IN_WIND,						//圈风
         *      F_ONSELF_WIND_JONG,					//风圈将
         *
         *      F_DI_READ_HAND=25,						//地听
         *      F_THREE_WIND,						//三季风
         *      F_BROKEN_ORPHAS,					//断幺
         *      F_ONLY_ORPHS,							//独幺
         *      F_SEA_BOTTOM_DRAW,					//海底捞月
         *
         *      F_WHOLE_BEG=30,						//全求人
         *      F_ALL_ONE_NINE,						//幺幺胡(全一九)
         *      F_BIG_THREE,						//大三元
         *      F_WHITE_BORADS_AS_JONG,				//配子吃
         *      F_ONLY_TILE_WIN,					//独一
         *
         *      F_TIAN_HU=35,							//天胡
         *      F_DI_HU,							//地胡
         *      F_FLOWER,								//花牌
         *      F_CONTINUOUS_SIX,						//六连
         *      F_DOUBLE_CONTINUOUS_SIX,				//双六连
         *
         *      F_MEET=40,									//见面
         *      F_ONE_NINE_JONG,						//幺九将
         *      F_KE,									//刻牌
         *      F_ONESELF_DOOR_WIND,					//本门风
         *      F_DERLEAST_WIND,						//本圈风
         *
         *      F_NO_ONE_NINE=45,							//断一九
         *      F_FOUR_KONG,							//四杠/十八罗汉
         *      F_FOUR_WIND_KONG,						//大四喜
         *  F_SINGLE_HOIST,                         //单吊
         *      F_TOTAL_NUM								// 计番种类总数
         *
         */
        /// <summary>
        /// 显示玩家的特殊胡牌牌型
        /// </summary>
        /// <param name="index"></param>
        /// <param name="value"></param>
        /// <returns></returns>
        string ShowSpecialWinType(int index, sbyte[,] value)
        {
            GameResultPanelData grpd = GameData.Instance.GameResultPanelData;
            StringBuilder       str  = new StringBuilder();

            for (int i = 0; i < NetMsg.F_TOTAL_NUM; i++)
            {
                // Debug.LogWarning("用户:"+index +"胡牌牌型:" + i + "value:" + value[index, i]);
                if (MahjongCommonMethod.Instance._cfgSpecialTypeCardName.data[i].index == 49 && MahjongCommonMethod.Instance.iPlayingMethod == 20001)
                {
                    // if (value[index, i] > 0)
                    str.AppendFormat(MahjongCommonMethod.Instance._cfgSpecialTypeCardName.data[i].name + (value[index, i] > 0 ? "+" : ""), grpd.resultType[0].byFanTiles[0]);
                    str.Append(value[index, i]);
                    str.Append("    ");
                }
                else if (value[index, i] != 0)
                {
                    if (MahjongCommonMethod.Instance.iPlayingMethod == 20001 && i == 0)
                    {
                        str.Append(MahjongCommonMethod.Instance._cfgSpecialTypeCardName.data[i].name_a + (value[index, i] > 0 ? "+" : ""));
                    }
                    else
                    {
                        str.Append(MahjongCommonMethod.Instance._cfgSpecialTypeCardName.data[i].name + (value[index, i] > 0 ? "+" : ""));
                    }
                    str.Append(value[index, i]);
                    str.Append("    ");
                }
            }
            return(str.ToString());
        }
 void Oncomplete_3()
 {
     if (isShowWinPanel)
     {
         GameResultPanelData grpd = GameData.Instance.GameResultPanelData;
         //更新面板的显示数据
         grpd.isPanelShow           = true;
         grpd.isShowRoundGameResult = true;
         SystemMgr.Instance.GameResultSystem.UpdateShow();
         UIMainView.Instance.GameResultPanel.SpwanGameReult_Round();
     }
     Destroy(gameObject);
 }
Exemple #3
0
        /// <summary>
        /// 点击继续按钮
        /// </summary>
        void HandleBtnNextRound(int status)
        {
            PlayerPlayingPanelData pppd = GameData.Instance.PlayerPlayingPanelData;
            GameResultPanelData    grpd = GameData.Instance.GameResultPanelData;

            //如果是手动点击继续,自动解除托管
            if (status == 1)
            {
                if (pppd.iPlayerHostStatus > 0)
                {
                    GameData.Instance.GameResultPanelData.iHandClick = 1;
                    NetMsg.ClientCancleAutoStatusReq msg = new NetMsg.ClientCancleAutoStatusReq();
                    msg.iUserId  = GameData.Instance.PlayerNodeDef.iUserId;
                    msg.iSeatNum = (byte)pppd.bySeatNum;
                    Network.NetworkMgr.Instance.GameServer.SendClientCancleAutoStatusReq(msg);
                }
            }
            else
            {
                GameData.Instance.GameResultPanelData.iHandClick = 2;
            }

            //如果玩家是托管,这个时候检测解散信息
            if (pppd.iDissolveFlag == 1)
            {
                pppd.iDissolveFlag = 0;
                NetMsg.ClientDismissRoomRes msg = pppd.DismissRoomRes;
                //显示解散界面
                int seatNum = pppd.GetOtherPlayerPos(msg.iUserId);

                //显示玩家发起解散房间
                if (msg.cType == 1)
                {
                    if (pppd.isBeginGame || pppd.iMethodId == 11)
                    {
                        //显示界面
                        UIMainView.Instance.PlayerPlayingPanel.DissolvePanel.SetActive(true);
                        UIMainView.Instance.PlayerPlayingPanel.DissolvePanel.transform.localPosition = Vector3.zero;
                        UIMainView.Instance.PlayerPlayingPanel.DissolvePanel.transform.localScale    = Vector3.one;
                        if (pppd.isBeginGame || pppd.isWatingPlayerDownOrUp)
                        {
                            //更新界面
                            UIMainView.Instance.PlayerPlayingPanel.DissolvePanel.GetComponent <DissvloeNoticePanel>().iseatNum = seatNum;
                            UIMainView.Instance.PlayerPlayingPanel.DissolvePanel.GetComponent <DissvloeNoticePanel>().ShowAllPlayerMessage();
                        }
                    }
                }
                else if (msg.cType == 3)
                {
                    UIMainView.Instance.PlayerPlayingPanel.DissolvePanel.SetActive(false);
                    System.Text.StringBuilder str = new System.Text.StringBuilder();
                    str.Append("由于玩家【");
                    str.Append(pppd.usersInfo[seatNum].szNickname);
                    str.Append("】拒绝,房间解散失败,继续游戏");
                    UIMgr.GetInstance().GetUIMessageView().Show(str.ToString(), Ok);
                }
            }

            //判断玩家是解散结束还是正常结束
            if (grpd.HandDissolve == 0 && !grpd.isEndGame)
            {
                if (!pppd.isAllAutoStatus && pppd.iDissolveStatus != 1)
                {
                    //发送准备请求
                    NetMsg.ClientReadyReq msg = new NetMsg.ClientReadyReq();
                    msg.iUserId = GameData.Instance.PlayerPlayingPanelData.iUserId;
                    Debug.Log("点击继续按钮,发送准备请求");
                    Network.NetworkMgr.Instance.GameServer.SendReadyReq(msg);
                }
                GameData.Instance.GameResultPanelData.isPanelShow = false;
                if (pppd.isBeginGame)
                {
                    UIMainView.Instance.PlayerPlayingPanel.InitPanel();
                }
            }
            //如果玩家是解散结束的
            else
            {
                //关闭玩家的单局结算界面
                grpd.isShowRoundGameResult = false;
                //显示总的结算数据
                grpd.isShowRoomGameResult = true;
                UIMainView.Instance.GameResultPanel.SpwanAllGameResult();
                UpdateShow();
            }

            SystemMgr.Instance.GameResultSystem.UpdateShow();
        }
        /// <summary>
        /// 更新面板数据
        /// </summary>
        public void UpdateShow()
        {
            GameResultPanelData    grpd = GameData.Instance.GameResultPanelData;
            PlayerPlayingPanelData pppd = GameData.Instance.PlayerPlayingPanelData;

            if (grpd.isPanelShow)
            {
                gameObject.SetActive(true);
                if (MahjongLobby_AH.SDKManager.Instance.IOSCheckStaus == 1)
                {
#if UNITY_IOS || UNITY_IPONE
                    for (int i = 0; i < _btnShare.Length; i++)
                    {
                        _btnShare[i].SetActive(false);
                    }
#endif
                }
                else
                {
                    for (int i = 0; i < _btnShare.Length; i++)
                    {
                        _btnShare[i].SetActive(true);
                    }
                }
                //修改确定按钮的图片
                //if(grpd.HandDissolve==0)
                //{
                //    okImage.sprite = ok_sprite[0];
                //}
                //else
                //{
                //    okImage.sprite = ok_sprite[1];
                //}


                //产生一局结算的结果
                if (grpd.isShowRoundGameResult)
                {
                    RoundGameReult.SetActive(true);
                    GameBtn[0].SetActive(true);
                }
                else
                {
                    RoundGameReult.SetActive(false);
                    GameBtn[0].SetActive(false);
                }

                //产生房间游戏结算的结果
                if (grpd.isShowRoomGameResult)
                {
                    AllGameResult.SetActive(true);
                    Title[0].SetActive(false);
                    Title[1].SetActive(false);
                    GameBtn[1].SetActive(true);
                    RPButton.SetActive(true);
                }
                else
                {
                    Title[0].SetActive(true);
                    Title[1].SetActive(true);
                    AllGameResult.SetActive(false);
                    GameBtn[1].SetActive(false);
                    RPButton.SetActive(false);
                }
            }
            else
            {
                gameObject.SetActive(false);
            }
        }
        /// <summary>
        /// 产生四家的结算的预置体
        /// </summary>
        public void SpwanGameReult_Round()
        {
            GameResultPanelData grpd = GameData.Instance.GameResultPanelData;

            //在每次产生之前先删除之前的预置体
            GameResultPrefab[] prefab = RoundGameReult.transform.GetComponentsInChildren <GameResultPrefab>();
            if (prefab.Length > 0)
            {
                for (int i = 0; i < prefab.Length; i++)
                {
                    Destroy(prefab[i].gameObject);
                }
            }

            for (int i = 1; i < 5; i++)
            {
                GameObject go = null;
                //通过座位号判断玩家信息是否是赢家
                if (grpd.byaWinSrat[i - 1] > 0)
                {
                    go = Instantiate(Resources.Load <GameObject>("Game/GameResult/RoundPlayerResult_Win"));
                    go.transform.SetParent(RoundGameReult.transform);
                    go.transform.SetAsFirstSibling();
                }
                else
                {
                    go = Instantiate(Resources.Load <GameObject>("Game/GameResult/RoundPlayerResult_Normal"));
                    go.transform.SetParent(RoundGameReult.transform);
                }
                go.transform.localScale       = Vector3.one;
                go.transform.localEulerAngles = Vector3.zero;
                go.transform.localPosition    = new Vector3(go.transform.localPosition.x, go.transform.localPosition.y, 0);
                GameResultPrefab gameRes = go.GetComponent <GameResultPrefab>();
                gameRes.iseatNum = i;
                gameRes.MessageVlaue();
                gameRes.SpwanPlayerCard();
            }

            bool isHuangZhuang = true;

            //如果本次是荒庄,产生荒庄的图标
            for (int i = 0; i < 4; i++)
            {
                if (grpd.byaWinSrat[i] > 0)
                {
                    isHuangZhuang = false;
                }
            }

            //在这里处理如果玩家处于托管状态,30s后自动准备
            PlayerPlayingPanelData pppd = GameData.Instance.PlayerPlayingPanelData;

            pppd.isAllAutoStatus = true; //是否是四个人的托管状态
            for (int i = 0; i < pppd.iAllPlayerHostStatus.Length; i++)
            {
                if (pppd.iAllPlayerHostStatus[i] == 0)
                {
                    pppd.isAllAutoStatus = false;
                    break;
                }
            }

            if (!pppd.isAllAutoStatus)
            {
                AutoReady();
            }

            if (isHuangZhuang)
            {
                UIMainView.Instance.PlayerPlayingPanel.SpwanSpeaiclTypeRemind(4, 9, false);
            }
        }
Exemple #6
0
        string nickNameColor_outline = "206774";   //失败玩家的昵称颜色描边

        /// <summary>
        /// 更新玩家的信息
        /// </summary>
        public void UpdatePlayerMessage()
        {
            StringBuilder          str  = new StringBuilder();
            PlayerPlayingPanelData pppd = GameData.Instance.PlayerPlayingPanelData;
            GameResultPanelData    grpd = GameData.Instance.GameResultPanelData;

            //更新玩家头像
            MahjongCommonMethod.Instance.GetPlayerAvatar(headImage, pppd.usersInfo[iseatNum].szHeadimgurl);

            int Score = 0;

            if (pppd.playingMethodConf.byBillingMode == 3)
            {
                Score = pppd.playingMethodConf.byBillingNumber;
            }

            int multiple = 1; //分数是否要放大100倍

            // if (pppd.playingMethodConf.byWinLimitBeginFan > 0)
            // {
            //     multiple = 100;
            //}

            if (grpd.roomResultNotice.aRoomResultType[iseatNum - 1].sTotalPoint * multiple > Score)
            {
                //更新玩家的分数
                PlayerScore.font = font[0];
                PlayerScore.text = "+" + (grpd.roomResultNotice.aRoomResultType[iseatNum - 1].sTotalPoint * multiple).ToString();
                winBg.sprite     = RoomResultBg_sprite[0];
                //更新玩家的昵称
                NickName.text = pppd.usersInfo[iseatNum].szNickname;
                //更新玩家的id
                iuserid.text = "ID:" + pppd.usersInfo[iseatNum].iUserId.ToString();
            }
            else
            {
                PlayerScore.font = font[1];
                PlayerScore.text = (grpd.roomResultNotice.aRoomResultType[iseatNum - 1].sTotalPoint * multiple).ToString();
                winBg.sprite     = RoomResultBg_sprite[1];

                //更新玩家的昵称
                NickName.text  = pppd.usersInfo[iseatNum].szNickname;
                NickName.color = new Color(0.86f, 1, 0.95f, 1);
                NickName.GetComponent <Outline>().effectColor = new Color(0.125f, 0.404f, 0.455f, 1f);
                //更新玩家的id
                iuserid.text = "<color=#206774>" + "ID:" + pppd.usersInfo[iseatNum].iUserId + "</color>";
            }


            //更新玩家的具体数据
            RoomResult[0].text = grpd.roomResultNotice.aRoomResultType[iseatNum - 1].wSelfDrawn.ToString();
            RoomResult[1].text = grpd.roomResultNotice.aRoomResultType[iseatNum - 1].wExposedKong.ToString();
            RoomResult[2].text = grpd.roomResultNotice.aRoomResultType[iseatNum - 1].wConcealedKong.ToString();
            RoomResult[3].text = grpd.roomResultNotice.aRoomResultType[iseatNum - 1].wShoot.ToString();
            RoomResult[4].text = grpd.roomResultNotice.aRoomResultType[iseatNum - 1].wTakeShoot.ToString();

            //根据玩家的分数确定显示玩家的赢牌信息
            bool score          = true; //玩家分数
            bool NormalWinCount = true; //接炮次数

            for (int i = 0; i < 4; i++)
            {
                //如果玩家选择的是打锅玩法,玩法要大于最低的分数
                if (pppd.playingMethodConf.byBillingMode == 2 || pppd.playingMethodConf.byBillingMode == 3)
                {
                    if (grpd.roomResultNotice.aRoomResultType[iseatNum - 1].sTotalPoint * multiple <= pppd.playingMethodConf.byBillingNumber)
                    {
                        score = false;
                    }
                }

                //判断得分是不是最高
                if (grpd.roomResultNotice.aRoomResultType[iseatNum - 1].sTotalPoint * multiple <= 0 || grpd.roomResultNotice.aRoomResultType[iseatNum - 1].sTotalPoint * multiple < grpd.roomResultNotice.aRoomResultType[i].sTotalPoint * multiple)
                {
                    score = false;
                }

                //判断点炮次数最多
                if (grpd.roomResultNotice.aRoomResultType[iseatNum - 1].wShoot < grpd.roomResultNotice.aRoomResultType[i].wShoot || grpd.roomResultNotice.aRoomResultType[iseatNum - 1].wShoot < 2)
                {
                    NormalWinCount = false;
                }
            }

            if (score)
            {
                multiply[1].gameObject.SetActive(false);
                roomWinMessage.gameObject.SetActive(true);
                if (grpd.roomResultNotice.aRoomResultType[iseatNum - 1].byBigWinnerCount < 4)
                {
                    //大赢家
                    if (grpd.roomResultNotice.aRoomResultType[iseatNum - 1].byBigWinnerCount == 1)
                    {
                        multiply[0].gameObject.SetActive(false);
                        Count.gameObject.SetActive(false);
                    }
                    else
                    {
                        multiply[0].gameObject.SetActive(true);
                        Count.gameObject.SetActive(true);
                        Count.text = grpd.roomResultNotice.aRoomResultType[iseatNum - 1].byBigWinnerCount.ToString();
                    }
                    roomWinMessage.sprite = image_room[0];
                }
                else if (grpd.roomResultNotice.aRoomResultType[iseatNum - 1].byBigWinnerCount < 7)
                {
                    //雀王
                    if (grpd.roomResultNotice.aRoomResultType[iseatNum - 1].byBigWinnerCount == 4)
                    {
                        multiply[0].gameObject.SetActive(false);
                        Count.gameObject.SetActive(false);
                    }
                    else
                    {
                        multiply[0].gameObject.SetActive(true);
                        Count.gameObject.SetActive(true);
                        Count.text = (grpd.roomResultNotice.aRoomResultType[iseatNum - 1].byBigWinnerCount - 3).ToString();
                    }
                    roomWinMessage.sprite = image_room[2];
                }
                else
                {
                    //雀神
                    if (grpd.roomResultNotice.aRoomResultType[iseatNum - 1].byBigWinnerCount == 7)
                    {
                        multiply[0].gameObject.SetActive(false);
                        Count.gameObject.SetActive(false);
                    }
                    else
                    {
                        multiply[0].gameObject.SetActive(true);
                        Count.gameObject.SetActive(true);
                        Count.text = (grpd.roomResultNotice.aRoomResultType[iseatNum - 1].byBigWinnerCount - 6).ToString();
                    }
                    roomWinMessage.sprite = image_room[3];
                }

                if (iseatNum == MahjongCommonMethod.Instance.mySeatid)
                {
                    GameData.Instance.GameResultPanelData.isWinner = true;
                }
            }

            if (!score && NormalWinCount)
            {
                roomWinMessage.gameObject.SetActive(true);
                multiply[0].gameObject.SetActive(false);
                Count.text = grpd.roomResultNotice.aRoomResultType[iseatNum - 1].byBestGunnerCount.ToString();
                if (grpd.roomResultNotice.aRoomResultType[iseatNum - 1].byBestGunnerCount < 4)
                {
                    //最佳炮手
                    if (grpd.roomResultNotice.aRoomResultType[iseatNum - 1].byBestGunnerCount == 1)
                    {
                        multiply[1].gameObject.SetActive(false);
                        Count.gameObject.SetActive(false);
                    }
                    else
                    {
                        multiply[1].gameObject.SetActive(true);
                        Count.gameObject.SetActive(true);
                        Count.text = (grpd.roomResultNotice.aRoomResultType[iseatNum - 1].byBestGunnerCount).ToString();
                    }
                    roomWinMessage.sprite = image_room[1];
                }
                else if (grpd.roomResultNotice.aRoomResultType[iseatNum - 1].byBestGunnerCount < 7)
                {
                    //炮王
                    if (grpd.roomResultNotice.aRoomResultType[iseatNum - 1].byBestGunnerCount == 4)
                    {
                        multiply[1].gameObject.SetActive(false);
                        Count.gameObject.SetActive(false);
                    }
                    else
                    {
                        multiply[1].gameObject.SetActive(true);
                        Count.gameObject.SetActive(true);
                        Count.text = (grpd.roomResultNotice.aRoomResultType[iseatNum - 1].byBestGunnerCount - 3).ToString();
                    }
                    roomWinMessage.sprite = image_room[4];
                }
                else
                {
                    //炮神
                    if (grpd.roomResultNotice.aRoomResultType[iseatNum - 1].byBestGunnerCount == 7)
                    {
                        multiply[1].gameObject.SetActive(false);
                        Count.gameObject.SetActive(false);
                    }
                    else
                    {
                        multiply[1].gameObject.SetActive(true);
                        Count.gameObject.SetActive(true);
                        Count.text = (grpd.roomResultNotice.aRoomResultType[iseatNum - 1].byBestGunnerCount - 6).ToString();
                    }
                    roomWinMessage.sprite = image_room[5];
                }

                if (iseatNum == MahjongCommonMethod.Instance.mySeatid)
                {
                    GameData.Instance.GameResultPanelData.isWinner = true;
                }
            }

            roomWinMessage.GetComponent <Image>().SetNativeSize();
        }
Exemple #7
0
        /// <summary>
        /// 产生对应的手牌
        /// </summary>
        public void SpwanPlayerCard()
        {
            GameResultPanelData grpd      = GameData.Instance.GameResultPanelData;
            Vector3             initpos_0 = initPos.transform.localPosition; //普通麻将的初始位置

            PlayerPlayingPanelData pppd = GameData.Instance.PlayerPlayingPanelData;
            int index = pppd.GetOtherPlayerShowPos(iseatNum + 1) - 1;

            if (initpos_0.y > 80)
            {
                initpos_0 = new Vector3(initpos_0.x, 80, 0);
            }
            int  mahjongNum_0 = 0; //麻将产生数量
            byte bLastTile    = 0; //最后一张得到的牌
            int  winNum       = 0; //显示胡牌的数量
            //存储玩家的手牌
            List <byte> mahvalue = new List <byte>();

            for (int i = 0; i < 14; i++)
            {
                if (grpd.bHandleTiles[iseatNum - 1, i] != 0)
                {
                    mahvalue.Add(grpd.bHandleTiles[iseatNum - 1, i]);
                }
            }


            //添加玩家最后获取的一张牌,会添加一个胡牌的标志图片
            if (grpd.resultType[iseatNum - 1].lastTile.bySuit != 0 && grpd.byaWinSrat[iseatNum - 1] > 0)
            {
                bLastTile = (byte)(grpd.resultType[iseatNum - 1].lastTile.bySuit * 16 + grpd.resultType[iseatNum - 1].lastTile.byValue);

                if (!bSelfWin)
                {
                    mahvalue.Add(bLastTile);
                }
            }

            mahvalue.Sort(iCompareList);

            //产生手牌
            for (int i = 0; i < mahvalue.Count; i++)
            {
                if (mahvalue[i] != 0)
                {
                    GameObject go = null;
                    go = PoolManager.Spawn("Game/Ma/", PlayerPlayingPanelData.showVCardPre);
                    go.transform.SetParent(playerCard.transform);
                    go.transform.SetAsFirstSibling();
                    go.transform.localScale       = Vector3.one;
                    go.transform.localEulerAngles = Vector3.zero;
                    go.transform.Find("Image/num").transform.localEulerAngles = Vector3.zero;
                    go.GetComponent <RectTransform>().SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, 0);
                    go.GetComponent <RectTransform>().SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, 0);
                    go.transform.localPosition = initpos_0 + new Vector3(mahjongNum_0 * 42f, 0, 0);
                    mahjongNum_0++;
                    if (bLastTile == mahvalue[i] && winNum == 0 && grpd.byaWinSrat[iseatNum - 1] > 0)
                    {
                        go.transform.Find("win").gameObject.SetActive(true);

                        winNum++;
                    }
                    go.transform.Find("point").gameObject.SetActive(false);
                    UIMainView.Instance.PlayerPlayingPanel.ChangeCardNum(go.transform.Find("Image/num").GetComponent <Image>(), mahvalue[i]);
                }
                else
                {
                    break;
                }
            }

            Vector3 initpos_1    = initPos_special.transform.localPosition; //特殊麻将的初始位置
            int     mahjongNum_1 = 0;

            //产生顺子牌
            //Debug.LogError("产生顺子牌:" + grpd.resultType[iseatNum - 1].bySequenceNum);
            for (int i = 0; i < grpd.resultType[iseatNum - 1].bySequenceNum; i++)
            {
                GameObject go    = null;
                byte       value = 0; //顺子的第一个值
                go = PoolManager.Spawn("Game/Ma/", PlayerPlayingPanelData.pegaUCardsPre);
                go.transform.SetParent(playerCard.transform);
                go.transform.SetAsFirstSibling();
                go.transform.localScale       = Vector3.one;
                go.transform.localEulerAngles = Vector3.zero;
                go.transform.localPosition    = initpos_1 + new Vector3(mahjongNum_0 * 42f + 20f + mahjongNum_1 * 145f, 0, 0);
                //更新牌面
                value = (byte)(grpd.resultType[iseatNum - 1].sequenceType[i].bySuit * 16 + grpd.resultType[iseatNum - 1].sequenceType[i].byFirstValue);
                UpdateCard(go, value, 0);
                mahjongNum_1++;
            }
            // Debug.LogError("grpd.resultType[iseatNum - 1].byTripletNum" + grpd.resultType[iseatNum - 1].byTripletNum);
            //产生刻子牌
            for (int i = 0; i < grpd.resultType[iseatNum - 1].byTripletNum; i++)
            {
                GameObject go    = null;
                byte       value = 0; //对应牌的花色值
                go = PoolManager.Spawn("Game/Ma/", PlayerPlayingPanelData.pegaUCardsPre);
                go.transform.SetParent(playerCard.transform);
                go.transform.SetAsFirstSibling();
                go.transform.localScale       = Vector3.one;
                go.transform.localEulerAngles = Vector3.zero;
                go.transform.localPosition    = initpos_1 + new Vector3(mahjongNum_0 * 42f + 20f + mahjongNum_1 * 145f, 0, 0);
                //更新牌面的花色值
                value = (byte)(grpd.resultType[iseatNum - 1].tripletType[i].bySuit * 16 + grpd.resultType[iseatNum - 1].tripletType[i].byValue);
                // Debug.LogError("刻子牌的花色值:" + value.ToString("X2"));
                UpdateCard(go, value, grpd.resultType[iseatNum - 1].tripletType[i].byPongKongType);
                mahjongNum_1++;
            }

            //Debug.LogError("吃抢的牌的数量:" + grpd.resultType[iseatNum - 1].byThirteenOrphansNum);
            //产生吃抢的牌
            for (int i = 0; i < grpd.resultType[iseatNum - 1].byThirteenOrphansNum; i++)
            {
                byte value = 0;  //对应牌的花色值
                                 //更新牌面的花色值
                value = (byte)(grpd.resultType[iseatNum - 1].thirteenOrphansType[i].bySuit * 16 + grpd.resultType[iseatNum - 1].thirteenOrphansType[i].byValue);
                GameObject go = null;
                go = PoolManager.Spawn("Game/Ma/", PlayerPlayingPanelData.showVCardPre);
                go.transform.SetParent(playerCard.transform);
                go.transform.SetAsFirstSibling();
                go.transform.localScale       = Vector3.one;
                go.transform.localEulerAngles = Vector3.zero;
                go.GetComponent <RectTransform>().SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, 0);
                go.GetComponent <RectTransform>().SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, 0);
                go.transform.localPosition = initpos_0 + new Vector3(mahjongNum_0 * 42f + 20f, 0, 0);
                UIMainView.Instance.PlayerPlayingPanel.ChangeCardNum(go.transform.Find("Image/num").GetComponent <Image>(), value, index);
                mahjongNum_0++;
            }
        }
Exemple #8
0
        bool bSelfWin;             //是否自摸的标志位

        #region 处理玩家一局结算
        /// <summary>
        /// 更新界面的玩家信息
        /// </summary>
        /// <param name="index"></param>
        public void MessageVlaue()
        {
            PlayerPlayingPanelData pppd = GameData.Instance.PlayerPlayingPanelData;
            GameResultPanelData    grpd = GameData.Instance.GameResultPanelData;

            MahjongCommonMethod.Instance.GetPlayerAvatar(headImage, pppd.usersInfo[iseatNum].szHeadimgurl);
            NickName.text = pppd.usersInfo[iseatNum].szNickname;
            if (grpd.bResultPoint[iseatNum - 1] > 0)
            {
                PlayerScore.font = font[0];
                PlayerScore.text = "+" + grpd.bResultPoint[iseatNum - 1].ToString();
            }
            else if (grpd.bResultPoint[iseatNum - 1] < 0)
            {
                PlayerScore.font = font[1];
                PlayerScore.text = grpd.bResultPoint[iseatNum - 1].ToString();
            }
            else
            {
                PlayerScore.font = font[1];
                PlayerScore.text = grpd.bResultPoint[iseatNum - 1].ToString();
            }
            StringBuilder str = new StringBuilder();

            //确定是否显示庄家标志图片
            if (iseatNum == pppd.byDealerSeat)
            {
                Banker.gameObject.SetActive(true);
            }
            else
            {
                Banker.gameObject.SetActive(false);
            }


            #region 处理明暗杠
            //获取明杠暗杠数量
            for (int i = 0; i < grpd.resultType[iseatNum - 1].byTripletNum; i++)
            {
                if (grpd.resultType[iseatNum - 1].tripletType[i].byPongKongType == 2)
                {
                    iMingGongNum++;
                }
                else if (grpd.resultType[iseatNum - 1].tripletType[i].byPongKongType == 3)
                {
                    iAnGangGongNum++;
                }
            }

            //添加明杠
            if (grpd.resultType[iseatNum - 1].cExposedKongPoint != 0)
            {
                str.Append("明杠");
                int point = grpd.resultType[iseatNum - 1].cExposedKongPoint;
                if (point > 0)
                {
                    str.Append("+");
                }

                //添加被杠,额外扣分
                if (pppd.playingMethodConf.byFanExtraExposedExtra > 0)
                {
                    str.Append(point);
                }
                else
                {
                    str.Append(point);
                }

                str.Append("    ");
            }

            //添加暗杠
            if (grpd.resultType[iseatNum - 1].cConcealedKongPoint != 0)
            {
                str.Append("暗杠");
                if (grpd.resultType[iseatNum - 1].cConcealedKongPoint > 0)
                {
                    str.Append("+");
                }
                str.Append(grpd.resultType[iseatNum - 1].cConcealedKongPoint);
                str.Append("    ");
            }
            #endregion

            int winCount_ = 0; //赢家的数量

            //添加自摸
            for (int i = 0; i < 4; i++)
            {
                // Debug.LogWarning(i + "自摸检测byaWinSrat[i]" + grpd.byaWinSrat[i]);
                if (grpd.byaWinSrat[i] > 0)
                {
                    winCount_++;
                    winSeat      = i + 1;
                    iDrawSeatNum = i + 1;
                }
            }
            //判断一局结束是否是自摸  没有放炮  有赢家
            if (winCount_ > 0 && grpd.byShootSeat <= 0)
            {
                bSelfWin = true;
            }
            else
            {
                iDrawSeatNum = 0;
            }

            if (iDrawSeatNum == iseatNum)
            {
                winMessage_Image.gameObject.SetActive(true);
                winMessage_Image.sprite = image_round[1];
            }

            //判断自己接炮胡
            if (grpd.byaWinSrat[iseatNum - 1] > 0 && !bSelfWin)
            {
                winMessage_Image.gameObject.SetActive(true);
                winMessage_Image.sprite = image_round[0];
            }

            //如果玩家点炮显示点炮信息
            if (grpd.byShootSeat == iseatNum)
            {
                winMessage_Image.gameObject.SetActive(true);
                winMessage_Image.sprite = image_round[2];
            }


            int iKongWin = 0;
            //判断是否荒庄
            for (int i = 0; i < 4; i++)
            {
                // Debug.LogError(i + "grpd.byaWinSrat[i]" + grpd.byaWinSrat[i]);
                if (grpd.byaWinSrat[i] > 0)
                {
                    iKongWin++;
                }
            }


            //判断抢杠胡收几家
            bool isRobbingWin = false;
            if (iDrawSeatNum == 0 && pppd.playingMethodConf.byFanRobbingKongWin > 0)
            {
                for (int i = 0; i < 4; i++)
                {
                    if (grpd.byaWinSrat[i] > 0 && grpd.resultType[i].lastTile.byRobbingKong == 1)
                    {
                        isRobbingWin = true;
                    }
                }
            }

            //如果不是荒庄 显示底分倍数
            if (iKongWin > 0)
            {
                str.Append(ShowSpecialWinType(iseatNum - 1, grpd.caFanResult));

                if (iDrawSeatNum > 0)//自摸
                {
                }
                else//放炮
                {
                    #region 放炮
                    //一炮多响  放炮收三家
                    //if (pppd.playingMethodConf.byWinPointMultiPay > 0 || pppd.playingMethodConf.byWinPointMultiShoot > 0)
                    //{
                    //    if (iseatNum == grpd.byShootSeat)
                    //    {
                    //        str.Append(ShowSpecialWinType(iseatNum - 1, grpd.caFanResult));
                    //        for (int i = 0; i < 4; i++)
                    //        {
                    //            if (grpd.byaWinSrat[i] > 0)
                    //            {
                    //                str.Append(ShowSpecialWinType(i, grpd.caFanResult));
                    //            }
                    //        }
                    //    }
                    //    else
                    //    {
                    //        if (grpd.byaWinSrat[iseatNum - 1] > 0)
                    //        {
                    //            str.Append(ShowSpecialWinType(iseatNum - 1, grpd.caFanResult));
                    //        }
                    //        else
                    //        {
                    //            for (int i = 0; i < 4; i++)
                    //            {
                    //                if (grpd.byaWinSrat[i] > 0)
                    //                {
                    //                    str.Append(ShowSpecialWinType(i, grpd.caFanResult));
                    //                    break;
                    //                }
                    //            }
                    //        }
                    //    }
                    //}//放炮收一家
                    //else
                    //{
                    //    if (grpd.byaWinSrat[iseatNum - 1] > 0)
                    //    {
                    //        str.Append(ShowSpecialWinType(iseatNum - 1, grpd.caFanResult));
                    //    }

                    //    if (iseatNum == grpd.byShootSeat)
                    //    {
                    //        for (int i = 0; i < 4; i++)
                    //        {
                    //            if (grpd.byaWinSrat[i] > 0)
                    //            {
                    //                str.Append(ShowSpecialWinType(i, grpd.caFanResult));
                    //                break;
                    //            }
                    //        }
                    //    }

                    //}
                    #endregion 放炮

                    #region 点

                    if (pppd.playingMethodConf.byWinPoint > 0 && grpd.byShootSeat == 0)
                    {
                        int iValue = grpd.resultType[iseatNum - 1].lastTile.bySuit;
                        int point  = 0;
                        if (iValue != 0 && grpd.byaWinSrat[iseatNum - 1] > 0)
                        {
                            int suit  = iValue / 16;
                            int value = iValue % 16;
                            if (suit < 4)
                            {
                                if (value < 4)
                                {
                                    point = 1;
                                }
                                else if (value > 3 && value < 7)
                                {
                                    point = 2;
                                }
                                else
                                {
                                    point = 3;
                                }
                            }
                            else
                            {
                                point = 3;
                            }
                        }
                        str.Append("点+");
                        str.Append(point);
                        str.Append("    ");
                    }



                    #endregion

                    #region 坎(三张一样的算一坎)
                    //int kong_count = 0;  //坎的数量
                    ////如果设置了坎,则计算坎的分数
                    //if (pppd.playingMethodConf.byWinKong > 0 && grpd.byaWinSrat[iseatNum - 1] > 0)
                    //{
                    //    byte[] temp = new byte[14];
                    //    for (int i = 0; i < 14; i++)
                    //    {
                    //        temp[i] = grpd.bHandleTiles[winSeat - 1, i];
                    //    }
                    //    byte[,] value = MahjongHelper.Instance.SwitchArray(temp);
                    //    for (int i = 0; i < 5; i++)
                    //    {
                    //        for (int j = 1; j < 10; j++)
                    //        {
                    //            //如果玩家手牌有三张相同的记为1坎
                    //            if (value[i, j] > 2)
                    //            {
                    //                kong_count++;
                    //            }
                    //        }
                    //    }

                    //    //如果下地的三张是不是也要算入坎中
                    //    //if (pppd.playingMethodConf.byWinKongFlagNum > 0)
                    //    //{
                    //    //    for (int i = 0; i < pppd.usersCardsInfo[0].listSpecialCards.Count; i++)
                    //    //    {
                    //    //        if (pppd.usersCardsInfo[0].listSpecialCards[i].type == 2 && pppd.usersCardsInfo[0].listSpecialCards[i].mahValue[0] / 16 > 3)
                    //    //        {
                    //    //            kong_count++;
                    //    //        }
                    //    //    }
                    //    //}

                    //    if (kong_count > 0)
                    //    {

                    //        str.Append("坎+" + kong_count);
                    //        str.Append("    ");
                    //    }
                    //}

                    #endregion

                    #region 庄闲倍数
                    if (pppd.playingMethodConf.byWinPointDealerMultiple > 1 && pppd.playingMethodConf.byWinPointPlayerMultiple > 1)
                    {
                        string sZhuangContent = "";
                        if (pppd.lcDealerMultiple == 1)
                        {
                            sZhuangContent = "庄*3";
                        }
                        else
                        {
                            sZhuangContent = "庄*" + pppd.playingMethodConf.byWinPointDealerMultiple;
                        }
                        string sXianContent = "闲*1";

                        //添加庄闲倍数
                        if (iDrawSeatNum > 0)
                        {
                            if (iDrawSeatNum == pppd.byDealerSeat)
                            {
                                str.Append(sZhuangContent);
                                str.Append("    ");
                            }
                            else
                            {
                                if (iseatNum == pppd.byDealerSeat)
                                {
                                    str.Append(sZhuangContent);
                                    str.Append("    ");
                                }
                                else
                                {
                                    str.Append(sXianContent);
                                    str.Append("    ");
                                }
                            }
                        }
                        else
                        {
                            //如果接炮收三家 或者 抢杠胡收三家
                            if (pppd.playingMethodConf.byWinPointMultiPay == 1 || isRobbingWin)
                            {
                                if (iseatNum == pppd.byDealerSeat)
                                {
                                    str.Append(sZhuangContent);
                                }
                                else
                                {
                                    //如果庄家胡牌
                                    if (grpd.byaWinSrat[pppd.byDealerSeat - 1] > 0)
                                    {
                                        str.Append(sZhuangContent);
                                    }
                                    else
                                    {
                                        str.Append(sXianContent);
                                    }
                                }
                                str.Append("    ");
                            }
                            else
                            {
                                if (grpd.byaWinSrat[iseatNum - 1] > 0 || iseatNum == grpd.byShootSeat)
                                {
                                    if (iseatNum == pppd.byDealerSeat)
                                    {
                                        str.Append(sZhuangContent);
                                    }
                                    else
                                    {
                                        if (winSeat == pppd.byDealerSeat || grpd.byShootSeat == pppd.byDealerSeat)
                                        {
                                            str.Append(sZhuangContent);
                                        }
                                        else
                                        {
                                            str.Append(sXianContent);
                                        }
                                    }
                                    str.Append("    ");
                                }
                            }
                        }
                    }
                    #endregion

                    #region 自摸
                    if (iDrawSeatNum > 0 && MahjongCommonMethod.Instance.iPlayingMethod != 20001)
                    {
                        //平顺自摸不翻倍
                        if (pppd.playingMethodConf.byWinPointSelfDrawnMultiple == 1)
                        {
                            str.Append("自摸*" + pppd.playingMethodConf.byWinPointSelfDrawnMultiple);
                        }
                        else
                        {
                            str.Append("自摸*" + pppd.playingMethodConf.byWinPointSelfDrawnMultiple);
                        }
                        str.Append("    ");
                    }
                    #endregion


                    #endregion
                    #region 添加额外接炮放炮信息
                    Debug.Log("添加额外接炮放炮信息" + pppd.playingMethodConf.byWinPointMultiPay + "__" + pppd.playingMethodConf.byWinPointMultiPayExtraMode);
                    //添加接炮的信息
                    if (pppd.playingMethodConf.byWinPointMultiPay > 0 && pppd.playingMethodConf.byWinPointMultiPayExtraMode > 0)
                    {
                        if (pppd.playingMethodConf.byWinPointMultiPayExtra > 0)
                        {
                            if (grpd.byaWinSrat[iseatNum - 1] > 0 && iDrawSeatNum == 0 && grpd.resultType[iseatNum - 1].cRobbingKongPoint == 0)
                            {
                                str.Append("接炮+" + pppd.playingMethodConf.byWinPointMultiPayExtra);
                                str.Append("    ");
                            }

                            if (grpd.byShootSeat == iseatNum && grpd.resultType[iseatNum - 1].cRobbingKongPoint == 0)
                            {
                                str.Append("放炮-" + pppd.playingMethodConf.byWinPointMultiPayExtra);
                                str.Append("    ");
                            }
                        }
                    }
                    #endregion
                    #region 抢杠胡的额外杠分
                    ////添加抢杠胡的额外杠分
                    //if (isContainRob)
                    //{
                    //    if (pppd.playingMethodConf.byFanRobbingKongWin > 0 && grpd.byShootSeat != 0)
                    //    {
                    //        if (iseatNum == grpd.byShootSeat)
                    //        {
                    //            str.Append("抢杠胡-" + pppd.playingMethodConf.byFanRobbingKongWin * basePoint);
                    //            str.Append("    ");
                    //        }

                    //        if (iseatNum == winSeat)
                    //        {
                    //            str.Append("抢杠胡+" + pppd.playingMethodConf.byFanRobbingKongWin * basePoint);
                    //            str.Append("    ");
                    //        }
                    //    }
                    //}
                    #endregion
                }
                //  Debug.LogError("补杠" + grpd.resultType[iseatNum - 1].cTripletToKongPoint);
                if (grpd.resultType[iseatNum - 1].cTripletToKongPoint != 0)
                {
                    str.Append("补杠");
                    if (grpd.resultType[iseatNum - 1].cTripletToKongPoint > 0)
                    {
                        str.Append("+");
                    }
                    str.Append(grpd.resultType[iseatNum - 1].cTripletToKongPoint);
                    str.Append("    ");
                }
            }

            //  Debug.Log("num" + num);
            //改变显示特殊牌型文字说明的长度
            if (str.Length > 0)
            {
                winMessage.gameObject.SetActive(true);
                winMessage_text.gameObject.SetActive(true);
                winMessage_text.text = str.ToString();
                if (winMessage_text.preferredWidth > 605f)
                {
                    winMessage.rectTransform.sizeDelta = new Vector2(625f, 31f);
                }
                else
                {
                    winMessage.rectTransform.sizeDelta = new Vector2(winMessage_text.preferredWidth + 20f, 31f);
                }
                winMessage.transform.localPosition = new Vector3(winMessage.transform.localPosition.x + (winMessage.rectTransform.rect.width - 60f) / 2f, 8f, 0);
            }
        }