/// <summary> /// 是不是大炸弹。 /// </summary> /// <param name="bomb"></param> /// <returns></returns> public static bool IsBigXXXX(PokerPattern bomb) { if (bomb == null) { return(false); } if (bomb.Type != XXXX) { return(false); } return(bomb.PokerCount > 5); }
public void ChuPai(PokerPattern pattern) { if (pattern == null) { return; } var playingData = _playingData.Read(); if (playingData == null) { return; } var msg = CmdUtil.GU.ChuPai(playingData.chupai_key, pattern); _msgRepo.SendMsg(msg); }
public static com.morln.game.gd.command.PokerPattern ConvertToSessionPattern(PokerPattern pattern) { if (pattern == null) { return(null); } var res = new com.morln.game.gd.command.PokerPattern(); res.type = pattern.Type; var pokers = pattern.Pokers; if (pokers != null && pokers.Count > 0) { res.pokers = new byte[pokers.Count]; for (int i = 0; i < pokers.Count; i++) { res.pokers[i] = (byte)pokers[i].Number; } } return(res); }
/// <summary> /// 播放出牌的音效。 /// </summary> /// <param name="pattern"></param> /// <param name="sex"></param> public void PlayChuPaiSound(PokerPattern pattern, int sex) { if (pattern == null) { return; } AudioClip sound = null; AudioClip effectSound = null; switch (pattern.Type) { case PatternType.XXXX: case PatternType.AAABBB: case PatternType.XXDD: case PatternType.SuperABCDE: case PatternType.BUCHU: case PatternType.AA: case PatternType.AAAXX: case PatternType.AABBCC: case PatternType.AAA: case PatternType.ABCDE: if (sex == 0) { _femalePatternSounds.TryGetValue(pattern.Type, out sound); } else { _malePatternSounds.TryGetValue(pattern.Type, out sound); } break; case PatternType.A: if (sex == 0) { _femaleASounds.TryGetValue(pattern.MajorNumType, out sound); } else { _maleASounds.TryGetValue(pattern.MajorNumType, out sound); } break; } switch (pattern.Type) { case PatternType.XXXX: if (PatternType.IsBigXXXX(pattern)) { effectSound = BombBig; } else { effectSound = BombSmall; } break; case PatternType.AAABBB: case PatternType.XXDD: case PatternType.SuperABCDE: _specPatternSounds.TryGetValue(pattern.Type, out effectSound); break; } if (sound && EffectPlayer) { EffectPlayer.PlayOneShot(sound); } if (effectSound && EffectPlayer) { EffectPlayer.PlayOneShot(effectSound); } }