public static FiveStarOperateInfo Create(int card, int oprateType, int playCardIndex)
        {
            FiveStarOperateInfo fiveStarOperateInfo = ComponentFactory.Create <FiveStarOperateInfo>();

            fiveStarOperateInfo.Card          = card;
            fiveStarOperateInfo.OperateType   = oprateType;
            fiveStarOperateInfo.PlayCardIndex = playCardIndex;
            return(fiveStarOperateInfo);
        }
        public static void SendOperationMessage(int operationType, int card = 0)
        {
            Actor_FiveStar_OperateResult operateResult   = new Actor_FiveStar_OperateResult();
            FiveStarOperateInfo          fiveStarOperate = new FiveStarOperateInfo();

            fiveStarOperate.OperateType = operationType;
            fiveStarOperate.Card        = card;
            operateResult.OperateInfo   = fiveStarOperate;
            SessionComponent.Instance.Send(operateResult);
        }
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 //玩家碰 明杠 暗杠
 public static bool PengOrMingGangOrAnGang(this FiveStarPlayer fiveStarPlayer, int card, int count, int operateType)
 {
     if (fiveStarPlayer.RemoveCardCount(card, count))
     {
         FiveStarOperateInfo fiveStarOperateInfo = FiveStarOperateInfoFactory.Create(card, operateType,
                                                                                     fiveStarPlayer.FiveStarRoom.CurrChuPaiIndex);
         fiveStarPlayer.OperateInfos.Add(fiveStarOperateInfo);
         return(true);
     }
     return(false);
 }
Esempio n. 4
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        //操作完成后续
        public static void OperateFinishFollow(this FiveStarPlayer fiveStarPlayer, FiveStarOperateInfo operateInfo)
        {
            //执行碰 明杠 放冲胡 玩家 最后打牌要被数组移除
            switch (operateInfo.OperateType)
            {
            case FiveStarOperateType.Peng:
            case FiveStarOperateType.MingGang:
            case FiveStarOperateType.FangChongHu:
                fiveStarPlayer.FiveStarRoom.FiveStarPlayerDic[fiveStarPlayer.FiveStarRoom.CurrChuPaiIndex].PlayCardByEatOff();    //玩家打出牌被吃掉
                break;
            }
            //操作完成后续
            switch (operateInfo.OperateType)
            {
            case FiveStarOperateType.None:    //玩家不操作
                if (fiveStarPlayer.FiveStarRoom.QiOperateNextStep == FiveStarOperateType.MoCard)
                {
                    fiveStarPlayer.FiveStarRoom.PlayerMoPai();    //可出牌的人 和当前出牌的是同一个 证明 刚刚摸牌玩家已经出牌了 所以按正常流程摸牌
                }
                else if (fiveStarPlayer.FiveStarRoom.QiOperateNextStep == FiveStarOperateType.ChuCard)
                {
                    fiveStarPlayer.FiveStarRoom.FiveStarPlayerDic[fiveStarPlayer.FiveStarRoom.LastMoPaiSeatIndex].CanChuPai();     //最后摸牌的玩家可以出牌
                }
                break;

            case FiveStarOperateType.Peng:
                fiveStarPlayer.SendNewestHands(); //发送玩家最新的手牌信息
                fiveStarPlayer.CanChuPai();       //碰了就可以出牌
                break;

            case FiveStarOperateType.MingGang:
            case FiveStarOperateType.AnGang:
            case FiveStarOperateType.CaGang:
                fiveStarPlayer.SendNewestHands();                                  //发送玩家最新的手牌信息
                fiveStarPlayer.FiveStarRoom.PlayerMoPai(fiveStarPlayer.SeatIndex); //杠的话就摸一张牌
                break;
            }
        }
Esempio n. 5
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 //玩家操作结果 先告诉房间
 public static void OperatePengGangHu(this FiveStarPlayer fiveStarPlayer, FiveStarOperateInfo operateInfo)
 {
     operateInfo.PlayCardIndex = fiveStarPlayer.FiveStarRoom.CurrChuPaiIndex;
     fiveStarPlayer.FiveStarRoom.PlayerOperate(fiveStarPlayer.SeatIndex, operateInfo);
 }
        //玩家进行操作
        public static void PlayerOperate(this FiveStarRoom fiveStarRoom, int seatIndex, FiveStarOperateInfo fiveStarOperateInfo)
        {
            if (fiveStarRoom.CanOperatePlayerIndex.Contains(seatIndex))
            {
                fiveStarRoom.CanOperatePlayerIndex.Remove(seatIndex);
                Actor_FiveStar_OperateResult actorFiveStarOperateResult = new Actor_FiveStar_OperateResult();
                actorFiveStarOperateResult.SeatIndex   = seatIndex;
                actorFiveStarOperateResult.OperateInfo = fiveStarOperateInfo;

                fiveStarRoom.AddOperateResults(actorFiveStarOperateResult); //添加操作消息
                fiveStarRoom.BroadcastOperateResults();                     //广播操作消息
            }
        }
 //玩家进行 吃碰杠胡的操作
 public void PlayerOperate(int seatIndex, FiveStarOperateInfo operateInfo)
 {
     UIComponent.GetUiView <CanOpertionPanelComponent>().Hide();//每次有操作结果 就隐藏可操作面板
     _ServerSeatIndexInPlayer[seatIndex].PengGangHu(operateInfo.OperateType, operateInfo.Card,
                                                    operateInfo.PlayCardIndex);
 }
Esempio n. 8
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        //玩家执行操作
        public static void ExecuteOperate(this FiveStarPlayer fiveStarPlayer, FiveStarOperateInfo operateInfo)
        {
            fiveStarPlayer.boolData = false;
            if (operateInfo.OperateType == FiveStarOperateType.MingGang)
            {
                if (!fiveStarPlayer.canGangCards.ContainsKey(operateInfo.Card))
                {
                    Log.Error("玩家要杠的牌 不在可杠列表里面" + operateInfo.Card);
                    return;
                }
                operateInfo.OperateType = fiveStarPlayer.canGangCards[operateInfo.Card];//玩家只发明杠 需要服务器判断是什么杠
            }

            if (fiveStarPlayer.IsLiangDao)//如果玩家亮倒了 可以胡 却选择不胡 强制胡
            {
                if (operateInfo.OperateType == FiveStarOperateType.None && fiveStarPlayer.canOperateLists.Contains(FiveStarOperateType.FangChongHu))
                {
                    operateInfo.OperateType = FiveStarOperateType.FangChongHu;
                }
            }

            switch (operateInfo.OperateType)
            {
            case FiveStarOperateType.None:
                fiveStarPlayer.boolData = true;
                break;

            case FiveStarOperateType.Peng:
                operateInfo.Card        = fiveStarPlayer.FiveStarRoom.CurrChuPaiCard;
                fiveStarPlayer.boolData = fiveStarPlayer.PengOrMingGangOrAnGang(fiveStarPlayer.FiveStarRoom.CurrChuPaiCard, 2, operateInfo.OperateType);
                break;

            case FiveStarOperateType.MingGang:
                operateInfo.Card        = fiveStarPlayer.FiveStarRoom.CurrChuPaiCard;
                fiveStarPlayer.boolData = fiveStarPlayer.PengOrMingGangOrAnGang(fiveStarPlayer.FiveStarRoom.CurrChuPaiCard, 3, operateInfo.OperateType);
                break;

            case FiveStarOperateType.AnGang:
                fiveStarPlayer.boolData = fiveStarPlayer.PengOrMingGangOrAnGang(operateInfo.Card, 4, operateInfo.OperateType);     //暗杠是可以有多个选择 要客户端传
                break;

            case FiveStarOperateType.CaGang:
                fiveStarPlayer.boolData = fiveStarPlayer.CaGang(operateInfo.Card);     //擦杠是可以有多个选择 要客户端传
                break;

            case FiveStarOperateType.FangChongHu:
            case FiveStarOperateType.ZiMo:
                operateInfo.Card        = 0;
                operateInfo.OperateType = FiveStarOperateType.ZiMo;
                if (fiveStarPlayer.Hands.Count % 3 == 1)
                {
                    operateInfo.Card        = fiveStarPlayer.FiveStarRoom.CurrChuPaiCard;
                    operateInfo.OperateType = FiveStarOperateType.FangChongHu;
                }
                fiveStarPlayer.boolData = fiveStarPlayer.HuPai(operateInfo.Card, fiveStarPlayer.FiveStarRoom.CurrChuPaiIndex);
                break;
            }
            if (!fiveStarPlayer.boolData)
            {
                Log.Error("操作错误 视为放弃操作");
                operateInfo.OperateType = FiveStarOperateType.None;
            }
        }