コード例 #1
0
    public Vector3 DragCard(int card, bool isMy)     //摸牌
    {
        Game.SoundManager.PlayGetCard();

        GameObject child = null;

        if (!isMy)
        {
            child = Game.PoolManager.CardPool.Spawn("Dragon_Blank");
        }
        else
        {
            child = Game.PoolManager.CardPool.Spawn(card.ToString());
        }

        if (null == child)
        {
            Debug.LogWarningFormat("没有找到牌模型 card:{0}", card);
        }

        Vector3 pos = handCardLayout.DragCard(card, child);

        EventDispatcher.DispatchEvent(MessageCommand.MJ_UpdatePlayPage);
        // TODO  摸的每张牌,上下可选择
        //child.GetComponent<MJEntity>().reSetPoisiton += handCardLayout.cardSelect;
        //child.GetComponent<MJEntity>().onSendMessage += handCardLayout.cardPlay;
        return(pos);
    }
コード例 #2
0
ファイル: MJPlayer.cs プロジェクト: gitshuaidong/MJ
    /// <summary>
    /// 初步理解为摸牌函数,自己的牌初始化为具体的麻将块 别人的牌初始化为发财
    /// </summary>
    /// <param name="card"></param>
    /// <param name="isMy"></param>
    /// <returns></returns>
    public Vector3 DragCard(int card, bool isMy)
    {
        Game.SoundManager.PlayGetCard();

        GameObject child = null;

        if (!isMy)
        {
            child = Game.PoolManager.CardPool.Spawn("Dragon_Blank");
        }
        else
        {
            child = Game.PoolManager.CardPool.Spawn(card.ToString());
        }

        if (null == child)
        {
            Debug.LogWarningFormat("没有找到牌模型 card:{0}", card);
        }

        Vector3 pos = handCardLayout.DragCard(card, child);

        EventDispatcher.DispatchEvent(MessageCommand.MJ_UpdatePlayPage);
        return(pos);
    }