protected SceneCardBase m_whiteCard; // 这个卡牌就是当要出手的时候,就加入列表中,好计算位置 public OutSceneCardList(SceneDZData data, EnDZPlayer playerSide) : base(data, playerSide) { m_whiteCard = Ctx.m_instance.m_sceneCardMgr.createCardById(SceneDZCV.WHITE_CARDID, playerSide, CardArea.CARDCELLTYPE_HAND, CardType.CARDTYPE_ATTEND, m_sceneDZData); Ctx.m_instance.m_sceneCardMgr.delObject(m_whiteCard); // 白色卡牌就不加入列表中了 m_whiteCard.gameObject().SetActive(false); }
public CrystalPtPanel(EnDZPlayer playerFlag_) { m_text = new AuxLabel(); m_mpGrid = new UIGrid(); m_playerSide = playerFlag_; m_crystalList = new MList<CrystalPtItem>(); }
public CrystalPtPanel(EnDZPlayer playerFlag_) { m_text = new AuxLabel(); m_mpGrid = new UIGrid(); m_playerSide = playerFlag_; m_crystalList = new MList <CrystalPtItem>(); }
public void copyFrom(SceneCardItem rhv) { if (m_svrCard == null) { m_svrCard = new t_Card(); } m_svrCard.copyFrom(rhv.m_svrCard); m_cardTableItem = rhv.m_cardTableItem; m_playerSide = rhv.m_playerSide; m_cardArea = rhv.m_cardArea; }
public SceneCardItem createCardItemBySvrData(EnDZPlayer playerSide, t_Card mobject) { SceneCardItem sceneItem = null; sceneItem = new SceneCardItem(); sceneItem.svrCard = mobject; sceneItem.cardArea = (CardArea)mobject.pos.dwLocation; sceneItem.playerSide = playerSide; sceneItem.m_cardTableItem = Ctx.m_instance.m_tableSys.getItem(TableID.TABLE_CARD, mobject.dwObjectID).m_itemBody as TableCardItemBody; return sceneItem; }
public SelfDZArea(SceneDZData sceneDZData, EnDZPlayer playerSide) : base(sceneDZData, playerSide) { m_outSceneCardList = new SelfOutSceneCardList(m_sceneDZData, m_playerSide); m_inSceneCardList = new SelfInSceneCardList(m_sceneDZData, m_playerSide); m_outSceneCardList.centerPos = m_sceneDZData.m_placeHolderGo.m_cardCenterGOArr[(int)m_playerSide, (int)CardArea.CARDCELLTYPE_COMMON].transform; m_outSceneCardList.radius = m_sceneDZData.m_placeHolderGo.m_cardCommonAreaWidthArr[(int)m_playerSide]; m_inSceneCardList.centerPos = m_sceneDZData.m_placeHolderGo.m_cardCenterGOArr[(int)m_playerSide, (int)CardArea.CARDCELLTYPE_HAND].transform; m_inSceneCardList.radius = m_sceneDZData.m_placeHolderGo.m_cardHandAreaWidthArr[(int)m_playerSide]; }
public SceneCardItem createCardItemBySvrData(EnDZPlayer playerSide, t_Card mobject) { SceneCardItem sceneItem = null; sceneItem = new SceneCardItem(); sceneItem.svrCard = mobject; sceneItem.cardArea = (CardArea)mobject.pos.dwLocation; sceneItem.playerSide = playerSide; sceneItem.m_cardTableItem = Ctx.m_instance.m_tableSys.getItem(TableID.TABLE_CARD, mobject.dwObjectID).m_itemBody as TableCardItemBody; return(sceneItem); }
// 攻击检查 protected bool attackCheck(uint thisId, ref SceneCardBase card) { // 更新动画 EnDZPlayer side = EnDZPlayer.ePlayerTotal; CardArea slot = CardArea.CARDCELLTYPE_NONE; card = m_sceneDZData.getSceneCardByThisID(thisId, ref side, ref slot); if (side == EnDZPlayer.ePlayerTotal || slot == CardArea.CARDCELLTYPE_NONE) { return(false); } return(true); }
public SceneCardBase getSceneCardByThisID(uint thisID, ref EnDZPlayer side, ref CardArea slot) { SceneCardBase cardBase; cardBase = m_sceneDZAreaArr[(int)EnDZPlayer.ePlayerSelf].getSceneCardByThisID(thisID, ref slot); if (cardBase != null) { side = EnDZPlayer.ePlayerSelf; return(cardBase); } cardBase = m_sceneDZAreaArr[(int)EnDZPlayer.ePlayerEnemy].getSceneCardByThisID(thisID, ref slot); if (cardBase != null) { side = EnDZPlayer.ePlayerEnemy; return(cardBase); } return(null); }
// 设置一些基本信息 override public void setBaseInfo(EnDZPlayer m_playerSide, CardArea area, CardType cardType) { ioControl.setCenterPos(m_sceneDZData.m_placeHolderGo.m_cardCenterGOArr[(int)m_playerSide, (int)area].transform.localPosition); ioControl.setOutSplitZ(m_sceneDZData.m_placeHolderGo.m_cardCenterGOArr[(int)m_playerSide, (int)area].transform.localPosition.z + 0.65f); // 设置初始位置为发牌位置 m_sceneCardBaseData.m_behaviorControl.moveToDestDirect(m_sceneDZData.m_placeHolderGo.m_cardCenterGOArr[(int)m_playerSide, (int)CardArea.CARDCELLTYPE_NONE].transform.localPosition); // 移动到发牌位置 // 设置是否可以动画 if (m_playerSide == EnDZPlayer.ePlayerEnemy) // 如果是 enemy 的卡牌 { ioControl.disableDrag(); //if (area == CardArea.CARDCELLTYPE_SKILL || area == CardArea.CARDCELLTYPE_EQUIP) //{ // trackAniControl.destScale = SceneDZCV.SMALLFACT; //} } // 如果是放在技能或者装备的位置,是不允许拖放的 else if (area == CardArea.CARDCELLTYPE_SKILL || area == CardArea.CARDCELLTYPE_EQUIP) { //trackAniControl.destScale = SceneDZCV.SMALLFACT; ioControl.disableDrag(); } // 更新边框 if (EnDZPlayer.ePlayerSelf == m_playerSide) { if (CardArea.CARDCELLTYPE_HAND == area) { if (Ctx.m_instance.m_dataPlayer.m_dzData.bSelfSide()) { updateCardOutState(true); } else { updateCardOutState(false); } } } }
public EnemyInSceneCardList(SceneDZData data, EnDZPlayer playerSide) : base(data, playerSide) { }
public bool isHavePrivilege(EnDZPlayer side) { return ((byte)side == m_priv - 1); }
public SelfOutSceneCardList(SceneDZData data, EnDZPlayer playerSide) : base(data, playerSide) { }
public SceneCardBase createCardById(uint objid, EnDZPlayer m_playerSide, CardArea area, CardType cardType, SceneDZData sceneDZData) { SceneCardBase ret = null; if (SceneDZCV.WHITE_CARDID == objid) // 白色占位卡牌 { ret = new WhiteCard(sceneDZData); } else if (SceneDZCV.BLACK_CARD_ID == objid) // 背面牌 { ret = new BlackCard(sceneDZData); } else if (CardType.CARDTYPE_ATTEND == cardType) { if (EnDZPlayer.ePlayerSelf == m_playerSide) { ret = new SelfAttendCard(sceneDZData); } else { ret = new EnemyAttendCard(sceneDZData); } } else if (CardType.CARDTYPE_SECRET == cardType) { ret = new SecretCard(sceneDZData); } else if (CardType.CARDTYPE_MAGIC == cardType) { if (EnDZPlayer.ePlayerSelf == m_playerSide) { ret = new SelfMagicCard(sceneDZData); } else { ret = new EnemyMagicCard(sceneDZData); } } else if (CardType.CARDTYPE_EQUIP == cardType) { if (EnDZPlayer.ePlayerSelf == m_playerSide) { ret = new SelfEquipCard(sceneDZData); } else { ret = new EnemyEquipCard(sceneDZData); } } else if (CardType.CARDTYPE_HERO == cardType) { if (EnDZPlayer.ePlayerSelf == m_playerSide) { ret = new SelfHeroCard(sceneDZData); } else { ret = new EnemyHeroCard(sceneDZData); } } else if (CardType.CARDTYPE_SKILL == cardType) { if (EnDZPlayer.ePlayerSelf == m_playerSide) { ret = new SelfSkillCard(sceneDZData); } else { ret = new EnemySkillCard(sceneDZData); } } //else if (CardType.CARDTYPE_LUCK_COINS == cardType) //{ // return new LuckCoinCard(sceneDZData); //} ret.setIdAndPnt(objid, sceneDZData.m_placeHolderGo.m_centerGO); ret.init(); ret.setBaseInfo(m_playerSide, area, cardType); this.addObject(ret); if (SceneDZCV.WHITE_CARDID != objid && SceneDZCV.BLACK_CARD_ID != objid) // 这两个没有 AI { Ctx.m_instance.m_aiSystem.aiControllerMgr.addController(ret.aiController); // 添加到控制器中 } return ret; }
public SceneCardBase createCardById(uint objid, EnDZPlayer m_playerSide, CardArea area, CardType cardType, SceneDZData sceneDZData) { SceneCardBase ret = null; if (SceneDZCV.WHITE_CARDID == objid) // 白色占位卡牌 { ret = new WhiteCard(sceneDZData); } else if (SceneDZCV.BLACK_CARD_ID == objid) // 背面牌 { ret = new BlackCard(sceneDZData); } else if (CardType.CARDTYPE_ATTEND == cardType) { if (EnDZPlayer.ePlayerSelf == m_playerSide) { ret = new SelfAttendCard(sceneDZData); } else { ret = new EnemyAttendCard(sceneDZData); } } else if (CardType.CARDTYPE_SECRET == cardType) { ret = new SecretCard(sceneDZData); } else if (CardType.CARDTYPE_MAGIC == cardType) { if (EnDZPlayer.ePlayerSelf == m_playerSide) { ret = new SelfMagicCard(sceneDZData); } else { ret = new EnemyMagicCard(sceneDZData); } } else if (CardType.CARDTYPE_EQUIP == cardType) { if (EnDZPlayer.ePlayerSelf == m_playerSide) { ret = new SelfEquipCard(sceneDZData); } else { ret = new EnemyEquipCard(sceneDZData); } } else if (CardType.CARDTYPE_HERO == cardType) { if (EnDZPlayer.ePlayerSelf == m_playerSide) { ret = new SelfHeroCard(sceneDZData); } else { ret = new EnemyHeroCard(sceneDZData); } } else if (CardType.CARDTYPE_SKILL == cardType) { if (EnDZPlayer.ePlayerSelf == m_playerSide) { ret = new SelfSkillCard(sceneDZData); } else { ret = new EnemySkillCard(sceneDZData); } } //else if (CardType.CARDTYPE_LUCK_COINS == cardType) //{ // return new LuckCoinCard(sceneDZData); //} ret.setIdAndPnt(objid, sceneDZData.m_placeHolderGo.m_centerGO); ret.init(); ret.setBaseInfo(m_playerSide, area, cardType); this.addObject(ret); if (SceneDZCV.WHITE_CARDID != objid && SceneDZCV.BLACK_CARD_ID != objid) // 这两个没有 AI { Ctx.m_instance.m_aiSystem.aiControllerMgr.addController(ret.aiController); // 添加到控制器中 } return(ret); }
public SceneCardBase getSceneCardByThisID(uint thisID, ref EnDZPlayer side, ref CardArea slot) { SceneCardBase cardBase; cardBase = m_sceneDZAreaArr[(int)EnDZPlayer.ePlayerSelf].getSceneCardByThisID(thisID, ref slot); if(cardBase != null) { side = EnDZPlayer.ePlayerSelf; return cardBase; } cardBase = m_sceneDZAreaArr[(int)EnDZPlayer.ePlayerEnemy].getSceneCardByThisID(thisID, ref slot); if (cardBase != null) { side = EnDZPlayer.ePlayerEnemy; return cardBase; } return null; }
public bool isHavePrivilege(EnDZPlayer side) { return((byte)side == m_priv - 1); }
public SceneCardListBase(SceneDZData data, EnDZPlayer playerSide) { m_sceneDZData = data; m_playerSide = playerSide; }
public SceneDZArea(SceneDZData sceneDZData, EnDZPlayer playerSide) { m_sceneDZData = sceneDZData; m_playerSide = playerSide; m_crystalPtPanel = new CrystalPtPanel(m_playerSide); }
// 这个主要方便可以从卡牌 ID 直接创建卡牌,因为可能有的时候直接动卡牌 ID 创建卡牌,服务器的数据还没有 virtual public void setBaseInfo(EnDZPlayer m_playerSide, CardArea area, CardType cardType) { }
public uint m_leftCardNum; // 玩家剩余卡牌的数量 public DZPlayer(EnDZPlayer size) { m_recStartCardNum = 0; m_side = size; }
override public void setBaseInfo(EnDZPlayer m_playerSide, CardArea area, CardType cardType) { UtilApi.setPos(this.transform(), m_sceneDZData.m_placeHolderGo.m_cardCenterGOArr[(int)m_playerSide, (int)area].transform.localPosition); }