public override bool SetHandCardState(HandcardStateTyps state, params object[] args) { if (base.SetHandCardState(state, args)) { if (state == HandcardStateTyps.ChooseNiuTing) { SwitchChooseNiuTingState(args); } } return(true); }
public override bool SetHandCardState(HandcardStateTyps state, params object[] args) { if (base.SetHandCardState(state, args)) { if (state == HandcardStateTyps.Youjin) { SwitchYoujinState(args); } } return(true); }
public void OnTing(HandcardStateTyps type) { var tingList = GameCenter.DataCenter.OneselfData.TingList; var groups = GameCenter.Scene.MahjongGroups; if (tingList.Count != 0) { ChooseCgArgs args = new ChooseCgArgs() { Type = ChooseCgArgs.ChooseType.ChooseTing, CancelTingAction = () => { groups.PlayerHand.SetHandCardState(HandcardStateTyps.Normal); } }; //通知UI提示选择 GameCenter.EventHandle.Dispatch((int)UIEventProtocol.ShowChooseOperate, args); groups.PlayerHand.SetHandCardState(type, tingList); } }
public override bool SetHandCardState(HandcardStateTyps state, params object[] args) { if (base.SetHandCardState(state, args)) { HandcardStateTyps type = (HandcardStateTyps)state; switch (type) { case HandcardStateTyps.Dingqueing: OnDingqueing(); break; case HandcardStateTyps.DingqueOver: ChangeHandMahGray((int)args[0]); break; case HandcardStateTyps.ExchangeCards: mSelectSum = (int)args[0]; OnExchangeCards(); break; } } return(true); }
public virtual bool SetHandCardState(HandcardStateTyps state, params object[] args) { if (CurrState == state) { return(false); } mCurrState = state; switch (mCurrState) { case HandcardStateTyps.Daigu: case HandcardStateTyps.SingleHu: case HandcardStateTyps.Ting: OnBuckleCard(); break; case HandcardStateTyps.TingAndShowCard: SwitchTingAndShowCardsState(args); break; case HandcardStateTyps.Normal: break; } return(true); }
public override bool SetHandCardState(HandcardStateTyps state, params object[] args) { if (CurrState == state) { return(false); } mCurrState = state; switch (mCurrState) { case HandcardStateTyps.SingleHu: case HandcardStateTyps.Ting: SwitchFreezeState(); break; case HandcardStateTyps.Normal: SwitchNormalState(); break; case HandcardStateTyps.ChooseTingCard: SwitchChooseTingState(args); break; case HandcardStateTyps.TingAndShowCard: SwitchTingAndShowCardsState(args); break; } return(true); }
/// <summary> /// 设置手牌状态 /// </summary> public virtual void SetHandCardState(HandcardStateTyps state, params object[] args) { mMahHand.SetHandCardState(state, args); }
public override void SetHandCardState(HandcardStateTyps state, params object[] args) { mPlayerHand.SetHandCardState(state, args); }