protected override void Run(ETModel.Session session, Actor_GamerReconnect_Ntt message) { UI uiRoom = Game.Scene.GetComponent <UIComponent>().Get(UIType.LandlordsRoom); LandlordsRoomComponent room = uiRoom.GetComponent <LandlordsRoomComponent>(); //关闭准备按钮 uiRoom.GameObject.Get <GameObject>("ReadyButton").SetActive(false); foreach (GamerState gamerState in message.GamersState) { //遍历玩家状态 设置地主身份和头像 Gamer gamer = room.GetGamer(gamerState.UserID); HandCardsComponent gamerHandCards = gamer.GetComponent <HandCardsComponent>(); LandlordsGamerPanelComponent gamerUI = gamer.GetComponent <LandlordsGamerPanelComponent>(); Identity gamerIdentity = (Identity)gamerState.Identity; gamerHandCards.AccessIdentity = gamerIdentity; gamerUI.SetIdentity(gamerIdentity); //如果在牌局中 恢复上一个玩家的出牌行为(牌最大的玩家) //ID用于确认玩家 身份状态用于确认是否开始了牌局 if (message.BiggstGamer == gamer.UserID && gamerIdentity != Identity.None) { Card[] Tcards = new Card[message.DeskCards.Count]; for (int i = 0; i < message.DeskCards.Count; i++) { Tcards[i] = message.DeskCards[i]; } if (Tcards != null) { gamerHandCards.PopCards(Tcards); //本地出牌画面更新 } } else if (message.LordCards.Count == 0 && gamerState.GrabLandlordState) { //如果牌局在抢地主阶段 恢复抢地主状态 gamerUI.SetGrab(gamerState.GrabLandlordState); } } //初始化界面 room.SetMultiples(message.Multiples); //当抢完地主时才能显示托管按钮 if (message.LordCards.Count != 0) { room.Interaction.GameStart(); } //初始化地主牌 if (message.LordCards != null) { GameObject lordPokers = uiRoom.GameObject.Get <GameObject>("Desk").Get <GameObject>("LordPokers"); for (int i = 0; i < lordPokers.transform.childCount; i++) { Sprite lordCardSprite = CardHelper.GetCardSprite(message.LordCards[i].GetName()); lordPokers.transform.GetChild(i).GetComponent <Image>().sprite = lordCardSprite; } } }
protected override void Run(ETModel.Session session, Actor_GameStart_Ntt message) { UI uiRoom = Game.Scene.GetComponent <UIComponent>().Get(UIType.LandlordsRoom); GamerComponent gamerComponent = uiRoom.GetComponent <GamerComponent>(); //初始化玩家UI foreach (GamerCardNum gamerCardNum in message.GamersCardNum) { Gamer gamer = uiRoom.GetComponent <GamerComponent>().Get(gamerCardNum.UserID); GamerUIComponent gamerUI = gamer.GetComponent <GamerUIComponent>(); gamerUI.GameStart(); HandCardsComponent handCards = gamer.GetComponent <HandCardsComponent>(); if (handCards != null) { handCards.Reset(); } else { handCards = gamer.AddComponent <HandCardsComponent, GameObject>(gamerUI.Panel); } handCards.Appear(); if (gamer.UserID == gamerComponent.LocalGamer.UserID) { //本地玩家添加手牌 handCards.AddCards(message.HandCards); } else { //设置其他玩家手牌数 handCards.SetHandCardsNum(gamerCardNum.Num); } } //显示牌桌UI GameObject desk = uiRoom.GameObject.Get <GameObject>("Desk"); desk.SetActive(true); GameObject lordPokers = desk.Get <GameObject>("LordPokers"); //重置地主牌 Sprite lordSprite = CardHelper.GetCardSprite("None"); for (int i = 0; i < lordPokers.transform.childCount; i++) { lordPokers.transform.GetChild(i).GetComponent <Image>().sprite = lordSprite; } LandlordsRoomComponent uiRoomComponent = uiRoom.GetComponent <LandlordsRoomComponent>(); //清空选中牌 uiRoomComponent.Interaction.Clear(); //设置初始倍率 uiRoomComponent.SetMultiples(1); }
protected override void Run(ETModel.Session session, Actor_GamerReconnect_Ntt message) { UI uiRoom = Game.Scene.GetComponent <UIComponent>().Get(UIType.LandlordsRoom); GamerComponent gamerComponent = uiRoom.GetComponent <GamerComponent>(); foreach (GamerState gamerState in message.GamersState) { Gamer gamer = gamerComponent.Get(gamerState.UserID); HandCardsComponent gamerHandCards = gamer.GetComponent <HandCardsComponent>(); GamerUIComponent gamerUI = gamer.GetComponent <GamerUIComponent>(); Identity gamerIdentity = gamerState.UserIdentity; gamerHandCards.AccessIdentity = gamerIdentity; gamerUI.SetIdentity(gamerIdentity); //初始化出牌 if (message.UserId == gamer.UserID && gamerIdentity != Identity.None) { if (message.Cards != null) { gamerHandCards.PopCards(message.Cards); } } else if (message.LordCards.count == 0) { gamer.GetComponent <GamerUIComponent>().SetGrab(gamerState.State); } } //初始化界面 LandlordsRoomComponent uiRoomComponent = uiRoom.GetComponent <LandlordsRoomComponent>(); //隐藏准备按钮,避免重连时还显示准备按钮 uiRoom.GameObject.Get <GameObject>("ReadyButton").SetActive(false); //设置倍率 uiRoomComponent.SetMultiples(message.Multiples); //当抢完地主时才能显示托管按钮 if (message.LordCards.count > 0) { uiRoomComponent.Interaction.GameStart(); } //初始化地主牌 if (message.LordCards.count > 0) { GameObject lordPokers = uiRoom.GameObject.Get <GameObject>("Desk").Get <GameObject>("LordPokers"); for (int i = 0; i < lordPokers.transform.childCount; i++) { Sprite lordCardSprite = CardHelper.GetCardSprite(message.LordCards[i].GetName()); lordPokers.transform.GetChild(i).GetComponent <Image>().sprite = lordCardSprite; } } }
protected override void Run(Session session, Actor_GamerReconnect_Ntt message) { UI uiRoom = Game.Scene.GetComponent <UIComponent>().Get(UIType.LandlordsRoom); GamerComponent gamerComponent = uiRoom.GetComponent <GamerComponent>(); uiRoom.GameObject.Get <GameObject>("ReadyButton").SetActive(false); foreach (var gamer in gamerComponent.GetAll()) { //初始化玩家身份 Identity gamerIdentity = message.GamersIdentity[gamer.UserID]; HandCardsComponent gamerHandCards = gamer.GetComponent <HandCardsComponent>(); GamerUIComponent gamerUI = gamer.GetComponent <GamerUIComponent>(); gamerHandCards.AccessIdentity = gamerIdentity; gamerUI.SetIdentity(gamerIdentity); //初始化出牌 if (message.DeskCards.Key == gamer.UserID && gamerIdentity != Identity.None) { Card[] deskCards = message.DeskCards.Value; if (deskCards != null) { gamerHandCards.PopCards(deskCards); } } else if (message.LordCards == null && message.GamerGrabLandlordState.ContainsKey(gamer.UserID)) { gamer.GetComponent <GamerUIComponent>().SetGrab(message.GamerGrabLandlordState[gamer.UserID]); } } //初始化界面 LandlordsRoomComponent uiRoomComponent = uiRoom.GetComponent <LandlordsRoomComponent>(); uiRoomComponent.SetMultiples(message.Multiples); //当抢完地主时才能显示托管按钮 if (message.LordCards != null) { uiRoomComponent.Interaction.GameStart(); } //初始化地主牌 if (message.LordCards != null) { GameObject lordPokers = uiRoom.GameObject.Get <GameObject>("Desk").Get <GameObject>("LordPokers"); for (int i = 0; i < lordPokers.transform.childCount; i++) { Sprite lordCardSprite = CardHelper.GetCardSprite(message.LordCards[i].GetName()); lordPokers.transform.GetChild(i).GetComponent <Image>().sprite = lordCardSprite; } } }
protected override void Run(ETModel.Session session, Actor_GameStart_Ntt message) { UI uiRoom = Game.Scene.GetComponent <UIComponent>().Get(UIType.LandlordsRoom); LandlordsRoomComponent room = uiRoom.GetComponent <LandlordsRoomComponent>(); //初始化玩家UI foreach (GamerCardNum gamerCardNum in message.GamersCardNum) { Gamer gamer = room.GetGamer(gamerCardNum.UserID); LandlordsGamerPanelComponent gamerUI = gamer.GetComponent <LandlordsGamerPanelComponent>(); gamerUI.GameStart(); HandCardsComponent handCards = gamer.GetComponent <HandCardsComponent>(); if (handCards != null) { handCards.Reset(); } else { //Log.Debug("没有可以复用的HandCardsComponent,创建一个。"); handCards = gamer.AddComponent <HandCardsComponent, GameObject>(gamerUI.Panel); } //显示牌背面或者手牌 handCards.Appear(); if (gamer.UserID == LandlordsRoomComponent.LocalGamer.UserID) { //本地玩家添加手牌 Card[] Tcards = new Card[message.HandCards.Count]; for (int i = 0; i < message.HandCards.Count; i++) { Tcards[i] = message.HandCards[i]; } //Log.Debug("当前玩家手牌数量"+message.HandCards.array.Length.ToString()); //array的数量为32 与牌数不符合 handCards.AddCards(Tcards); } else { //设置其他玩家手牌数 handCards.SetHandCardsNum(gamerCardNum.Num); } } //显示牌桌UI GameObject desk = uiRoom.GameObject.Get <GameObject>("Desk"); desk.SetActive(true); GameObject lordPokers = desk.Get <GameObject>("LordPokers"); //重置地主牌 Sprite lordSprite = CardHelper.GetCardSprite("None"); for (int i = 0; i < lordPokers.transform.childCount; i++) { lordPokers.transform.GetChild(i).GetComponent <Image>().sprite = lordSprite; } LandlordsRoomComponent uiRoomComponent = uiRoom.GetComponent <LandlordsRoomComponent>(); //清空选中牌 uiRoomComponent.Interaction.Clear(); //设置初始倍率 uiRoomComponent.SetMultiples(1); }