public void SetItemData(string playerID, SettlementParameter param) { gameObject.SetActive(true); m_PlayerName1.text = playerID; m_PlayerName2.text = playerID; m_WindRain.text = param.WindRain.ToString(); m_ZhiMoJiaDi.text = param.ZiMoJiaDi.ToString(); m_ChaHuaZhu.text = param.ChaHuaZhu.ToString(); m_Sum.text = param.Sum.ToString(); }
public SettlementPlayer(List <string> players, int Di, List <GangPaiParameter> gangPais, List <string> huaPlayers, List <HuPaiParameter> huPai, List <string> ntXiaJiaoPlayers, List <RemainingPlayerParameter> remainingPlayers) { foreach (string playerID in players) { int windRain = CalculateWindRain(playerID, gangPais); int ziMoJiaDi = CalculateZiMoJiaDi(playerID, huPai, Di); int chaHuaZhu = CalculateChaHuaZhu(playerID, players, huaPlayers, Di); int sum = Sum(playerID, huPai, ntXiaJiaoPlayers, remainingPlayers) + windRain + ziMoJiaDi + chaHuaZhu; SettlementParameter sp = new SettlementParameter() { WindRain = windRain, ZiMoJiaDi = ziMoJiaDi, ChaHuaZhu = chaHuaZhu, Sum = sum }; m_SettlementPlayerDict.Add(playerID, sp); UnityEngine.Debug.Log("playerId = " + playerID + " windRain = " + windRain + " ziMoJiaDi = " + ziMoJiaDi + " chaHuaZhu = " + chaHuaZhu + " sum = " + sum); } #region Debug foreach (HuPaiParameter item in huPai) { UnityEngine.Debug.Log("HuPai PlayerID = " + item.HuPaiPlayerId + " Bouns = " + item.Bouns); foreach (BounsType item2 in item.BounsTypes) { UnityEngine.Debug.Log("BounsType = " + item2.ToString()); } } foreach (GangPaiParameter item in gangPais) { UnityEngine.Debug.Log("GangPai PlayerID = " + item.GangPaiPlayerId + " Bounts =" + item.Bouns); UnityEngine.Debug.Log("Dian gang PlayerID =" + string.Join(StringConsts.SPACING, item.DianGangPlayerIds.ToArray())); } #endregion End Debug }