void OnGUI() { GUILayout.BeginHorizontal(); #region 麻将抽发测试 已完成 2016/12/28 GUILayout.BeginVertical(); if (GUILayout.Button("发牌顺序:R-F-L-H")) { GameAct.CardDirection(1); } if (GUILayout.Button("发牌顺序:H-R-F-L")) { GameAct.CardDirection(0); } if (GUILayout.Button("断开连接")) { GameAct.BreakAllLink(); } if (GUILayout.Button("洗牌")) { StartCoroutine(GetTest(CardTest.group)); } if (GUILayout.Button("掷色子")) { StartCoroutine(GetTest(CardTest.diceRoll)); } if (GUILayout.Button("移除色子")) { StartCoroutine(GetTest(CardTest.displayDice)); } if (GUILayout.Button("清空")) { GameAct.Reset(); } GUILayout.EndVertical(); #endregion #region 玩家牌测试 所有玩家测试完成 2016/12/28 GUILayout.BeginVertical(); if (GUILayout.Button("发牌")) { MahjongPrefab tran = new MahjongPrefab(); if (GameAct.hostUser.handCard.IsNotFull) { tran = GameAct.group_H.GetMahjongCard(6); } if (tran.transform != null) { StartCoroutine(GetTest(CardTest.handCard, tran)); } } if (GUILayout.Button("获取手牌")) { StartCoroutine(GetTest(CardTest.getCard)); } if (GUILayout.Button("从最后获取手牌")) { MahjongPrefab tran = new MahjongPrefab(); if (GameAct.hostUser.handCard.IsNotFull) { tran = GameAct.group_H.GetMahjongCard(5, 0); } if (tran.transform != null) { StartCoroutine(GetTest(CardTest.getCard, tran)); } //mGameClientAction.GetCard(mGameClientAction.hostUser, tran); } if (GUILayout.Button("加入手牌")) { StartCoroutine(GetTest(CardTest.insertCard)); } if (GUILayout.Button("打出第一张牌")) { MahjongPrefab tran = GameAct.hostUser.handCard.GetMahjongCard(); StartCoroutine(GetTest(CardTest.outCard, tran)); } if (GUILayout.Button("打出最后一张牌")) { MahjongPrefab tran = GameAct.hostUser.handCard.GetMahjongCard(0, 0); StartCoroutine(GetTest(CardTest.outCard, tran)); } if (GUILayout.Button("明杠")) { //左边第2个开始 杠四个 MahjongPrefab tran1 = GameAct.hostUser.handCard.GetMahjongCard(2, 0, false); MahjongPrefab tran2 = GameAct.hostUser.handCard.GetMahjongCard(2, 0, false); MahjongPrefab tran3 = GameAct.hostUser.handCard.GetMahjongCard(2, 0, false); MahjongPrefab tran4 = GameAct.hostUser.handCard.GetMahjongCard(2, 0, false); StartCoroutine(GameAct.AddGang(GameAct.hostUser, CardActType.MingGang, tran1, tran2, tran3, tran4, () => { GameAct.hostUser.handCard.ReSort(); })); } if (GUILayout.Button("补杠")) { //左边第2个开始 杠四个 MahjongPrefab tran1 = GameAct.hostUser.handCard.GetMahjongCard(2, 0, false); StartCoroutine(GameAct.InsertToAddGangCard(GameAct.hostUser, index, tran1)); } if (GUILayout.Button("resort")) { } if (GUILayout.Button("暗杠")) { //左边第2个开始 杠四个 MahjongPrefab tran1 = GameAct.hostUser.handCard.GetMahjongCard(2, 0, false); MahjongPrefab tran2 = GameAct.hostUser.handCard.GetMahjongCard(2, 0, false); MahjongPrefab tran3 = GameAct.hostUser.handCard.GetMahjongCard(2, 0, false); MahjongPrefab tran4 = GameAct.hostUser.handCard.GetMahjongCard(2, 0, false); StartCoroutine(GameAct.AddGang(GameAct.hostUser, CardActType.AnGang, tran1, tran2, tran3, tran4, () => { GameAct.hostUser.handCard.ReSort(); })); } if (GUILayout.Button("碰")) { //出牌最后一个 MahjongPrefab tran1 = GameAct.hostUser.outCardPoint.GetMahjongCard(); //左边第1个开始 碰两个 MahjongPrefab tran2 = GameAct.hostUser.handCard.GetMahjongCard(1, 0, false); MahjongPrefab tran3 = GameAct.hostUser.handCard.GetMahjongCard(1, 0, false); StartCoroutine(GameAct.AddPengChi(GameAct.hostUser, CardActType.Peng, tran1, tran2, tran3, () => { GameAct.hostUser.handCard.ReSort(); })); } if (GUILayout.Button("吃")) { //出牌最后一个 MahjongPrefab tran1 = GameAct.hostUser.outCardPoint.GetMahjongCard(); //左边第1个开始 手牌两个 MahjongPrefab tran2 = GameAct.hostUser.handCard.GetMahjongCard(1, 0, false); MahjongPrefab tran3 = GameAct.hostUser.handCard.GetMahjongCard(1, 0, false); StartCoroutine(GameAct.AddPengChi(GameAct.hostUser, CardActType.Chi, tran1, tran2, tran3, () => { GameAct.hostUser.handCard.ReSort(); })); } if (GUILayout.Button("重排出牌区域")) { GameAct.hostUser.outCardPoint.ReSort(); } if (GUILayout.Button("胡")) { StartCoroutine(GameAct.TurnOverCard(GameAct.hostUser)); } if (GUILayout.Button("功能牌")) { MahjongPrefab tran = GameAct.hostUser.handCard.GetMahjongCard(); StartCoroutine(GetTest(CardTest.spacialCard, tran)); } GUILayout.EndVertical(); GUILayout.BeginVertical(); if (GUILayout.Button("洗牌")) { test = processorModel.RandCardData(); string s = "[ "; foreach (byte item in test) { s += item + " : "; } s += " ]"; Debug.Log(s); } if (GUILayout.Button("排序")) { processorModel.SelectSort(ref test); string s = "[ "; foreach (byte item in test) { s += item + " : "; } s += " ]"; Debug.Log(s); } if (GUILayout.Button("插入")) { byte item = 10; Debug.Log(item); int index = processorModel.GetInsert(ref test, item); Debug.Log(index); string s = "[ "; foreach (byte it in test) { s += it + " : "; } s += " ]"; Debug.Log(s); } GUILayout.EndVertical(); #endregion GUILayout.EndHorizontal(); }
void OnGUI() { if (vReady && GUILayout.Button("准备")) { vReady = false; gameAct.Reset(); control.EndStatusFlag(ID, UserAction.ready); } if (vPass && GUILayout.Button("过")) { vPass = false; vHu = false; vPeng = false; vGang = false; vChi = false; vJiaGang = false; control.EndStatusFlag(currentUserID, UserAction.pass_flag); } if (vHu && GUILayout.Button("胡")) { vHu = false; vPass = false; control.EndStatusFlag(currentUserID, UserAction.hu_flag); } if (vPeng && GUILayout.Button("碰")) { vPeng = false; vPass = false; exebuff = pengBuffer; control.EndStatusFlag(currentUserID, UserAction.peng_card_flag, exebuff); } if (vGang && GUILayout.Button("杠")) { vGang = false; vPass = false; exebuff = gangBuffer[0]; control.EndStatusFlag(currentUserID, UserAction.gang_flag, exebuff); } if (vChi && GUILayout.Button("吃")) { vChi = false; vPass = false; exebuff = chiBuffer[0]; control.EndStatusFlag(currentUserID, UserAction.chi_card_flag, exebuff); } if (vJiaGang && GUILayout.Button("加杠")) { vJiaGang = false; vPass = false; exebuff = gangBuffer[0]; control.EndStatusFlag(currentUserID, UserAction.add_gang, exebuff); } /* * if(GUILayout.Button("开始")) * { * game.OnStart(); * } * if(globalOperateFlag) * { * * if(GUILayout.Button("获取手牌")) * { * AutoOutCard(); * } * } * if(GUILayout.Button("摇色子")) * { * game.OnSiceTwo(); * } * if(GUILayout.Button("发牌")) * { * game.OnSendCard(); * } * if(GUILayout.Button("胡")) * { * game.OnUserAction(0, 0, UserAction.hu); * } */ }