Esempio n. 1
0
 public void AchieveHandGrid(GameContainerItem handGridItem, bool myself)
 {
     //清除
     foreach (HandCellView handCellView in handCellViews)
     {
         handCellPool.Push(handCellView);
     }
     //重新
     for (int i = 0; i < handGridItem.cardEntryList.Count(); i++)
     {
         CardEntry handCellItem = handGridItem.cardEntryList[i];
         Vector3   position     = new Vector3();
         //position = HandMetrics.erectPosition(position, handCellItem.X);
         //创建一个格子实例
         //       HandCellView cell = Instantiate<HandCellView>(cellPrefab);
         HandCellView cell = handCellPool.Pop();
         //设置图片
         //cell.GetComponent<HandCellInstance>().SetImage();
         cell.transform.SetParent(transform, false);
         cell.transform.localPosition = position;
         cell.myself = myself;
         cell.LoadHandCellItem(handCellItem);
         handCellViews.Add(cell);
     }
     //渲染需要放在格子生成完毕后
     //不再渲染,改为用贴图
     //handMesh.Triangulate(handCellViews);
 }
Esempio n. 2
0
        //添加一张牌的动画
        public IEnumerator PlayerDrawOneCardEnumerator(CardEntry handCellItem, UnityAction callBack)
        {
            Vector3 position = new Vector3();
            //position = HandMetrics.erectPosition(position, handCellItem.X);
            //创建一个格子实例
            //       HandCellView cell = Instantiate<HandCellView>(cellPrefab);
            HandCellView cell = handCellPool.Pop();

            //设置图片
            //cell.GetComponent<HandCellInstance>().SetImage();
            cell.transform.SetParent(transform, false);
            cell.transform.localPosition = position;
            cell.myself = myself;
            cell.LoadHandCellItem(handCellItem);
            handCellViews.Add(cell);
            yield return(new WaitForSeconds(0.25f));

            callBack();
        }