//ドラ表示牌を表示 private void ShowBonusCards() { GameManagerScript.DestroyGameObjects(ref bonusObjects); //表示しているドラ表示牌のゲームオブジェクトを削除 int[] cards = GetBonusCards(); //ドラ表示牌を取得 for (int i = 0; i < cards.Length / 2; i++) { GameObject cardObject = new GameObject(); Sprite sprite; if (i <= showBonusIndex) { sprite = CardImages.Image_Front(cards[i]); //表向きの牌画像 } else { sprite = CardImages.Image_Back(); //裏向きの牌画像 } cardObject.AddComponent <SpriteRenderer>().sprite = sprite; //牌画像を格納 cardObject.transform.localScale = Layouts.bonusScale; //大きさを決定 cardObject.transform.position = Layouts.bonusOffset + Layouts.bonusLineupDirection * i; cardObject.transform.rotation = Quaternion.Euler(Layouts.bonusRotation); //角度を決定 bonusObjects.Add(cardObject); //メモリ解放用のリストに格納 } }
//プレイヤー1名分の手牌を表示(基底関数) private void ShowHand_Only(int player, bool show) { GameManagerScript.DestroyGameObjects(ref handObjects[player]); //表示している手牌のゲームオブジェクトを削除 for (int i = 0; i < hands[player].Count; i++) { GameObject card = new GameObject(); Sprite sprite; int handCard = hands[player][i]; if (show) { sprite = CardImages.Image_Front(handCard); //表向きの牌画像 } else { sprite = CardImages.Image_Back(); //裏向きの牌画像 } card.AddComponent <SpriteRenderer>().sprite = sprite; //牌画像を格納 card.transform.localScale = Layouts.handScales[player]; //大きさを決定 card.transform.position = Layouts.handOffsets[player] + Layouts.handLineupDirections[player] * i; card.transform.rotation = Quaternion.Euler(Layouts.handRotations[player]); //角度を決定 if (player == 0 && UserActions.Playing()) { card.AddComponent <BoxCollider2D>(); int index = i; for (int j = 0; j < UserActions.handIndexes_forCall.Length; j++) { if (index == UserActions.handIndexes_forCall[j]) { Color color = card.GetComponent <SpriteRenderer>().color; color.a = 0.5f; card.GetComponent <SpriteRenderer>().color = color; } } EventTrigger.Entry down = new EventTrigger.Entry(); down.eventID = EventTriggerType.PointerDown; down.callback.AddListener((f) => UserActions.MouseDown(handCard, index, this)); card.AddComponent <EventTrigger>().triggers.Add(down); EventTrigger.Entry drag = new EventTrigger.Entry(); drag.eventID = EventTriggerType.PointerEnter; drag.callback.AddListener((f) => UserActions.MouseMove(index, this, ref hands[0])); card.GetComponent <EventTrigger>().triggers.Add(drag); EventTrigger.Entry click = new EventTrigger.Entry(); click.eventID = EventTriggerType.PointerClick; click.callback.AddListener((f) => UserActions.MouseClick(index, this)); card.GetComponent <EventTrigger>().triggers.Add(click); } handObjects[player].Add(card); //メモリ解放用のリストに格納 } }
//鳴き牌表示 private void ShowCallCard_Only(int player) { GameManagerScript.DestroyGameObjects(ref callObjects[player]); //表示している手牌のゲームオブジェクトを削除 Vector2 position = new Vector2(Layouts.callOffsets[player].x, Layouts.callOffsets[player].y); //表示位置の初期地点 for (int s = 0; s < calls[player].Count; s++) { for (int i = 0; i < calls[player][s].callCards.Count; i++) { CallCard callCard = calls[player][s].callCards[i]; //牌の情報を取得 GameObject card = new GameObject(); Sprite sprite; if (callCard.closedKan_hide) { sprite = CardImages.Image_Back(); //裏向き } else { sprite = CardImages.Image_Front(callCard.cardId); //表向き } card.AddComponent <SpriteRenderer>().sprite = sprite; //画像を格納 card.transform.localScale = Layouts.callScales[player]; //大きさを決定 float addDirection; //回転した牌のための余白を用意するかどうかのフラグ Vector3 addRotation; //回転した牌の場合に追加する回転量 Vector2 addY = new Vector2(0f, 0f); //加カン牌用のずらしフラグ if (callCard.discardPlayer == player) { //自分の鳴き牌の場合は回転はなし addDirection = 0f; addRotation = new Vector3(0f, 0f, 0f); } else { //他家の捨て牌の場合は回転させる position += Layouts.callLineupRotatedAddDirections[player]; //回転分の座標補正 addDirection = 1.0f; //余白用意フラグを立てる addRotation = new Vector3(0f, 0f, 90f); //回転させる addY = Layouts.callLineupRotatedAddYPositions[player]; //高さ補正 } if (callCard.addKan) { //加カン牌の場合は基本位置xを戻す。yはずらすフラグを立てる position -= Layouts.callLineupDirections[player] + Layouts.callLineupRotatedAddDirections[player]; addY = Layouts.callLineupRotatedAddYPositions[player] + Layouts.callLineupAddDoubleYPositions[player]; addDirection = 1.0f; //余白用意フラグを立てる addRotation = new Vector3(0f, 0f, 90f); //回転させる } card.transform.position = position + addY; //牌の表示位置を決定 //回転の有無を考慮して次の牌の基本位置を決定 position += Layouts.callLineupDirections[player] + Layouts.callLineupRotatedAddDirections[player] * addDirection; card.transform.rotation = Quaternion.Euler(Layouts.callRotations[player] + addRotation); //牌の角度を決定 callObjects[player].Add(card); //メモリ解放用のリストに格納 } } }