/// <summary>"提示"按钮事件
 /// </summary>
 public void ClickBtnTripPokerEnvet()
 {
     if (PokerRules.SelectPoker(player[curPlayer].pokerList, PokerManage.maxPokerValue, PokerManage.lastPoker))
     {
         if (PokerManage.waitPoker.Count == 0)
         {
         }
         for (int i = 0; i < PokerManage.waitPoker.Count; i++)
         {
             PokerManage.waitPoker[i].ChangeSelect();
         }
         PokerManage.waitPoker.Clear();
     }
     else
     {
         ClickBtnPassPokerEvent();
     }
 }
    void Update()
    {
        if (Input.GetMouseButtonDown(1))
        {
            ClickBtnOutPokerEvent();
        }
        switch (state)
        {
        case GameState.Empty:
            break;

        case GameState.GameStart:
            //游戏开始发牌(协程动画)
            StartCoroutine(DealPoker());
            //开启发牌协程后为空等待
            state = GameState.Empty;
            break;

        ///抢地主阶段
        case GameState.GrabLandLord:
            timeCanvas.GetComponent <Canvas>().enabled = true;
            ShowTime.text = (int)(waitTime - time + 1) + "";
            //当前(上一把)没有人是赢家
            if (curPlayer == -1)
            {
                //随机玩家
                //curPlayer = Random.Range(0, player.Length);
                curPlayer = 0;
            }
            timeCanvas.SetParent(player[curPlayer].transform.Find("Time"));
            time += Time.deltaTime;
            //电脑随机选择抢不抢地主
            if (player[curPlayer].playerType != PlayerType.player)
            {
                if (time >= 1)
                {
                    //有几率选择抢地主
                    if (Random.Range(0, 3) < 1.5f)
                    {
                        ClickBtnIsGrabEvent();
                    }
                    else
                    {
                        ClickBtnNoGrabEvent();
                    }
                    time = 0;
                }
            }
            else
            {
                //玩家抢地主按钮控制
                View_GrabLandLord.SetActive(true);
            }
            //超过等待时间自动不抢
            if (time >= waitTime)
            {
                ClickBtnNoGrabEvent();
            }
            break;

        ///出牌阶段
        case GameState.OutPoker:
            timeCanvas.SetParent(player[curPlayer].transform.Find("Time"));
            //如果当前玩家是最大
            if (maxPlayerIndex == curPlayer)
            {
                //牌值为空,为准备下一次随意出牌
                PokerManage.maxPokerValue = -1;
                //牌型为空,为准备下一次随意出牌
                PokerRules.SelectPokerAct = null;
                //上次轮最大牌为空
                PokerManage.lastPoker.Clear();
                ShowTime.text = "oo";
            }
            else
            {
                ShowTime.text = (int)(waitTime - time + 1) + "";
            }

            time += Time.deltaTime;
            //如果玩家是电脑
            if (player[curPlayer].playerType != PlayerType.player)
            {
                //等待时间
                if (time > 0.5f)
                {
                    //如果是同一家不出牌
                    if (player[maxPlayerIndex].roleType == player[curPlayer].roleType && curPlayer != maxPlayerIndex)
                    {
                        ClickBtnPassPokerEvent();
                    }
                    //电脑找牌
                    else if (PokerRules.SelectPoker(player[curPlayer].pokerList, PokerManage.maxPokerValue, PokerManage.lastPoker))
                    {
                        ClickBtnOutPokerEvent();
                    }
                    else
                    {
                        ClickBtnPassPokerEvent();
                    }
                    time = 0;
                }
            }
            else
            {
                //玩家准备出牌,显示出牌按钮
                View_OutAndPassPoker.SetActive(true);
            }
            //等待时间自动过牌 并且 当前最大没有时间限制
            if (time >= waitTime && maxPlayerIndex != curPlayer)
            {
                //等待时间内未出牌时,过牌
                ClickBtnPassPokerEvent();
            }
            break;

        case GameState.GameOver:
            GameOver();
            break;

        default:
            break;
        }
    }