Esempio n. 1
0
        /// <summary>
        ///  小结算管理 处理小结算一系列显示
        /// </summary>
        /// <param name="seatList"></param>
        public void RoomOpenPokerSettle(TransferData data)
        {
            NiuNiu.Room CurrentRoom = data.GetValue <NiuNiu.Room>("CurrentRoom");
            UIInteraction_NiuNiu.Instance.SwitchOpenPokerBtn(CurrentRoom);//开牌按钮

            StartCoroutine("RoomOpenPokerSettleAni", CurrentRoom);
        }
Esempio n. 2
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    /// <summary>
    ///   加载窗口  (暂用于 刚进入游戏时 加载已有窗口)
    /// </summary>
    /// <param name="data"></param>
    private void SetEnterRoomView(object[] obj)
    {
        NiuNiu.Room room = RoomNiuNiuProxy.Instance.CurrentRoom;
        NiuNiu.Seat seat = RoomNiuNiuProxy.Instance.PlayerSeat;


        switch (room.roomStatus)
        {
        case NN_ENUM_ROOM_STATUS.IDLE:
            break;

        case NN_ENUM_ROOM_STATUS.READY:
            break;

        case NN_ENUM_ROOM_STATUS.BEGIN:
            break;

        case NN_ENUM_ROOM_STATUS.RSETTLE:
            break;

        case NN_ENUM_ROOM_STATUS.DEAL:
            break;

        case NN_ENUM_ROOM_STATUS.POUR:
            break;

        case NN_ENUM_ROOM_STATUS.LOOKPOCKER:
            break;

        case NN_ENUM_ROOM_STATUS.DISSOLVE:

            //弹出是否同意解散窗口  或者 已同意人数窗口
            if (seat.Dissolve == NN_ENUM_SEAT_DISSOLVE.NOP)
            {
                //计算倒计时
                long  time          = room.serverTime;
                long  currTime      = TimeUtil.GetTimestamp();
                float countdownTime = (time - currTime) + GlobalInit.Instance.TimeDistance * 0.001f;
                countdownTime = Mathf.Clamp(countdownTime, 0, 5);
                //加载是否同意解散窗口
                UIViewManager.Instance.ShowMessage("提示", "有人发起解散房间,是否同意", MessageViewType.OkAndCancel, ClientSendAgreeDisbandRoom, ClientSendRefuseDisbandRoom, countdownTime, AutoClickType.Cancel);
            }
            else if (seat.Dissolve == NN_ENUM_SEAT_DISSOLVE.AGREE && seat.Dissolve == NN_ENUM_SEAT_DISSOLVE.DISAGREE)
            {
                //加载人数窗口
                LoadDisbandSumView(RoomNiuNiuProxy.Instance.agreeDissolveCount, RoomNiuNiuProxy.Instance.CurrentRoom.serverTime);
            }
            break;

        case NN_ENUM_ROOM_STATUS.HOG:
            break;

        case NN_ENUM_ROOM_STATUS.GAMEOVER:
            break;

        default:
            break;
        }
    }
Esempio n. 3
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        /// <summary>
        /// 发牌  处理发牌显示
        /// </summary>
        /// <param name="data"></param>
        public void SetDeal(TransferData data)
        {
            isPlayDrawPokerAni = true;
            InitAllPokerPos();//还原所有手牌位置
            NiuNiu.Room CurrentRoom = data.GetValue <NiuNiu.Room>("Room");

            StartCoroutine("DealAni", CurrentRoom);
        }
Esempio n. 4
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        IEnumerator DelayedLoadRankList(NiuNiu.Room room)
        {
            yield return(new WaitForSeconds(delayPopupGameOverTime));

            //调用
            //NetDispatcher.Instance.Dispatch(NN_ROOM_DISMISS_SUCCEED.CODE);//准备退出房间

            NiuNiuGameCtrl.Instance.OpenView(UIWindowType.RankList_NiuNiu);//准备退出房间
        }
Esempio n. 5
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        //加载UIRoot后 展示房间全部信息
        public void InitEnterRoomUI(NiuNiu.Room currentRoom, NiuNiu.Seat playerSeat, int playerNumber)
        {
            Debug.Log("房间初始化--置空");

            for (int i = 0; i < playersItem.Length; i++)
            {
                playersItem[i].InfoItem();
            }

            Debug.Log(" //----------------------设置房间初始玩家信息-------------------------------");
            for (int i = 0; i < currentRoom.SeatList.Count; i++)
            {
                Debug.Log(currentRoom.SeatList[i].Pos);
            }


            Debug.Log(currentRoom.roomId);

            //跟换背景桌面

            Debug.Log(" //-------------------" + currentRoom.superModel);
            m_BG[0].gameObject.SetActive(currentRoom.superModel == Room.SuperModel.CommonRoom);
            m_BG[1].gameObject.SetActive(currentRoom.superModel == Room.SuperModel.PassionRoom);

            for (int i = 0; i < playersItem.Length; i++)
            {
                playersItem[i].superModel = currentRoom.superModel;
            }


            //设置房间初始玩家信息   应该是全部信息
            SetEnterRoomUI(currentRoom.SeatList, currentRoom.roomStatus);



            //初始化交互显影
            UIInteraction_NiuNiu.Instance.InitAll(currentRoom.roomModel, currentRoom.superModel); //(currentRoom, playerSeat, playerNumber);


            //初始化房间固有信息
            UIItemRoomInfo_NiuNiu.Instance.SetUI(RoomNiuNiuProxy.Instance.CurrentRoom.roomId, 0);
            UIItemRoomInfo_NiuNiu.Instance.SetRoomConfig(RoomNiuNiuProxy.Instance.CurrentRoom.Config);


            //根据此时状态 弹出对应窗口
            SetEnterRoomView(currentRoom, playerSeat);


            //JuYou.JuYouSceneCtrl
        }
Esempio n. 6
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        IEnumerator DealAni(NiuNiu.Room CurrentRoom)
        {
            //-------牛头动画----
            const string prefabName = "TaurenAni";
            string       prefabPath = string.Format("download/{0}/prefab/uiprefab/uiitems/{1}.drb", ConstDefine.GAME_NAME, prefabName);
            GameObject   go         = AssetBundleManager.Instance.LoadAssetBundle <GameObject>(prefabPath, prefabName);

            go = UnityEngine.Object.Instantiate(go);
            go.SetParent(m_EffectContainer.transform);

            yield return(new WaitForSeconds(1.6f));

            /*if(CurrentRoom.superModel == Room.SuperModel.CommonRoom) */ UIInteraction_NiuNiu.Instance.SwitchOpenPokerBtn(CurrentRoom);//开牌按钮
            for (int i = 0; i < CurrentRoom.SeatList.Count; i++)
            {
                if (CurrentRoom.SeatList[i] != null && CurrentRoom.SeatList[i].PlayerId > 0)
                {
                    if (CurrentRoom.SeatList[i].PokerList[0].index != 0)
                    {
                        SetDealAni(CurrentRoom.SeatList[i]);                                                 //设置发牌动画
                    }
                }
            }
        }
Esempio n. 7
0
        //=====================================================================================================



        //---------------------------------

        #region
        #endregion



        #region
        /// <summary>
        /// 抢庄动画
        /// </summary>
        /// <param name="data"></param>
        public void SetRobBankerAni(TransferData data)
        {
            NiuNiu.Room CurrentRoom = data.GetValue <NiuNiu.Room>("CurrentRoom");
            //关闭
            for (int i = 0; i < CurrentRoom.SeatList.Count; i++)
            {
                if (CurrentRoom.SeatList[i].PlayerId > 0)
                {
                    playersItem[CurrentRoom.SeatList[i].Index].SetChooseBankerHint(false);
                }
            }


            bool isOnOff = data.GetValue <bool>("isOnOff");

            if (isOnOff)
            {
                StartCoroutine("RobBankerAni", CurrentRoom);
            }
            else
            {
                StopCoroutine("RobBankerAni");
            }
        }
Esempio n. 8
0
        //------------------------------------------------------------------------

        //刷新窗口 显示房间状态对应窗口

        public void SetEnterRoomView(NiuNiu.Room currRoom, Seat seat)
        {
            //发送消息NiuNiuGameCtrl
            UIDispatcher.Instance.Dispatch("SetEnterRoomView_NiuNiu");
        }
Esempio n. 9
0
        /// <summary>
        /// 游戏结束  处理游戏结束一系列
        /// </summary>
        public void GameOver(TransferData data)
        {
            NiuNiu.Room room = data.GetValue <NiuNiu.Room>("CurrentRoom");

            StartCoroutine("DelayedLoadRankList", room);
        }
Esempio n. 10
0
 /// <summary>
 ///  处理允许开始下一局
 /// </summary>
 /// <param name="data"></param>
 public void NextGame(TransferData data)
 {
     NiuNiu.Room room = data.GetValue <NiuNiu.Room>("CurrentRoom");
     InitAllPokerPos();                              //还原所有手牌位置
     SetEnterRoomUI(room.SeatList, room.roomStatus); //刷新房间显示
 }
Esempio n. 11
0
        //公开牌型动画
        IEnumerator RoomOpenPokerSettleAni(NiuNiu.Room room)//NN_ENUM_ROOM_STATUS roomStatus
        {
            List <NiuNiu.Seat>  seatList   = room.SeatList;
            NN_ENUM_ROOM_STATUS roomStatus = room.roomStatus;

            NiuNiu.Seat playerSeat = null;
            for (int i = 0; i < seatList.Count; i++)
            {
                if (seatList[i].Index == 0)
                {
                    playerSeat = seatList[i];
                    break;
                }
            }
            //yield return 0;

            for (int i = 0; i < seatList.Count; i++)
            {
                if (seatList[i] != null && seatList[i].PlayerId > 0 && seatList[i].PockeType != 0 && !seatList[i].IsBanker)
                {
                    RoomOpenPokerSettleAniPerform(seatList[i], roomStatus);
                }
                else
                {
                    continue;
                }

                yield return(new WaitForSeconds(PokerTypeAniIntervalTime));
            }


            //显示庄的各种动画
            for (int i = 0; i < seatList.Count; i++)
            {
                if (seatList[i].IsBanker)
                {
                    //
                    RoomOpenPokerSettleAniPerform(seatList[i], roomStatus);
                    yield return(new WaitForSeconds(PokerTypeAniIntervalTime));

                    break;
                }
            }

#if IS_WANGQUE
            //显示通杀 通赔
            PlayTongCompensateKill(seatList);
#endif

            //显示金币移动
            GoldFlowCtrl_NiuNiu.Instance.GoldFlowAni(seatList);


#if IS_CANGZHOU
            if (room.superModel == Room.SuperModel.CommonRoom)
            {
                //每局小结算
                yield return(new WaitForSeconds(popupUnitAni));

                NiuNiuGameCtrl.Instance.OpenView(UIWindowType.UnitSettlement_NiuNiu);//管理器调用
            }
#endif

            //#if IS_WANGQUE
            //            if (room.superModel == Room.SuperModel.PassionRoom)
            //            {
            //                const string prefabName = "UIItemSeniorSettle_NiuNiu";
            //                string prefabPath = string.Format("download/{0}/prefab/uiprefab/uiitems/{1}.drb", ConstDefine.GAME_NAME, prefabName);
            //                GameObject go = AssetBundleManager.Instance.LoadAssetBundle<GameObject>(prefabPath, prefabName);
            //                go = UnityEngine.Object.Instantiate(go);
            //                go.SetParent(m_EffectContainer.transform);
            //                 go.GetComponent<UIItemSeniorSettle_NiuNiu>().SetUI(playerSeat !=null ? playerSeat.Earnings:0);

            //            }
            //#endif
        }