public void onLQShowPlay(object data) { //这里要判断是否是自己在下棋,如果不是则仅仅刷新 GameEvent.sC2V_PlayOrMove pm = (GameEvent.sC2V_PlayOrMove)data; //调用下棋接口 Hex pos = CommonUtil.Util.Point2Hex(new Vector3i(pm.x, pm.y, 0)); if (pm.local == (int)CommonDefine.SEAT.SELF) { Hex coord; int dir; int campId; if (!_Port.ConfirmOperatingChess(out coord, out dir, out campId)) { CommonUtil.Util.showDialog("温馨提示", "操作出错了。。。"); //原则上不应该出现 if (!_Port.IsEmptyAt(pos)) { //删除已有棋子 _Port.DisappearAt(pos); } _Port.TryPlaceChessAt(getPlayerIDByLocal(pm.local), (int)pm.direction, pos); } //此时关闭 //_Port.DisableAllChessOperation(); } else { //原则上不应该出现 if (!_Port.IsEmptyAt(pos)) { //删除已有棋子 _Port.DisappearAt(pos); } _Port.TryPlaceChessAt(getPlayerIDByLocal(pm.local), (int)pm.direction, pos); } //更新各个玩家的棋子数 updatePlayerChessNum(); }
public void onShowPlay(object data) { GameEvent.sC2V_PlayOrMove pm = (GameEvent.sC2V_PlayOrMove)data; if (pm.local == (int)CommonDefine.SEAT.SELF) { _btnPass.interactable = true; } //落子之棋盘不能操作,无论是否是自己 for (int i = 0; i < 6; i++) { banDir(true, i); } setPassBtnTxt("Pass"); setCurrentStep(eActionStep.STEP_PASS); }