protected override async ETTask Run(ETModel.Session session, Actor_AuthorityPlayCard_Ntt message) { UI uiRoom = Game.Scene.GetComponent <UIComponent>().Get(LandUIType.LandRoom); LandRoomComponent room = uiRoom.GetComponent <LandRoomComponent>(); Gamer gamer = room.GetGamer(message.UserID); if (gamer != null) { //重置玩家提示 gamer.GetComponent <LandlordsGamerPanelComponent>().ResetPrompt(); //当玩家为先手,清空出牌 if (message.IsFirst) { gamer.GetComponent <HandCardsComponent>().ClearPlayCards(); } //显示出牌按钮 if (gamer.UserID == LandRoomComponent.LocalGamer.UserID) { LandInteractionComponent interaction = uiRoom.GetComponent <LandRoomComponent>().Interaction; interaction.IsFirst = message.IsFirst; interaction.StartPlay(); } } await ETTask.CompletedTask; }
protected override async ETTask Run(ETModel.Session session, Actor_SetLandlord_Ntt message) { UI uiRoom = Game.Scene.GetComponent <UIComponent>().Get(LandUIType.LandRoom); LandRoomComponent room = uiRoom.GetComponent <LandRoomComponent>(); Gamer gamer = room.GetGamer(message.UserID); if (gamer != null) { HandCardsComponent handCards = gamer.GetComponent <HandCardsComponent>(); if (gamer.UserID == LandRoomComponent.LocalGamer.UserID) { //如果本地玩家是地主添加地主牌 Card[] Tcards = new Card[message.LordCards.Count]; for (int i = 0; i < message.LordCards.Count; i++) { Tcards[i] = message.LordCards[i]; } handCards.AddCards(Tcards); } else { //其他玩家设置手牌数 handCards.SetHandCardsNum(20); } } //设置值玩家身份 foreach (var _gamer in room.gamers) { HandCardsComponent handCardsComponent = _gamer.GetComponent <HandCardsComponent>(); LandlordsGamerPanelComponent gamerUI = _gamer.GetComponent <LandlordsGamerPanelComponent>(); if (_gamer.UserID == message.UserID) { handCardsComponent.AccessIdentity = Identity.Landlord; gamerUI.SetIdentity(Identity.Landlord); } else { handCardsComponent.AccessIdentity = Identity.Farmer; gamerUI.SetIdentity(Identity.Farmer); } } //重置玩家UI提示 foreach (var _gamer in room.gamers) { _gamer.GetComponent <LandlordsGamerPanelComponent>().ResetPrompt(); } //切换地主牌精灵 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; } await ETTask.CompletedTask; }
protected override async ETTask Run(ETModel.Session session, Actor_GamerEnterRoom_Ntt message) { UI uiRoom = Game.Scene.GetComponent <UIComponent>().Get(LandUIType.LandRoom); LandRoomComponent landRoomComponent = uiRoom.GetComponent <LandRoomComponent>(); //从匹配状态中切换为准备状态 if (landRoomComponent.Matching) { landRoomComponent.Matching = false; //进入房间取消匹配状态 //GameObject matchPrompt = uiRoom.GameObject.Get<GameObject>("MatchPrompt"); uiRoom.GameObject.Get <GameObject>("Ready").SetActive(true); } //服务端发过来3个GamerInfo 本地玩家进入房间的顺序 int localIndex = -1; for (int i = 0; i < message.Gamers.Count; i++) { if (message.Gamers[i].UserID == LandRoomComponent.LocalGamer.UserID) { //得出本地玩家是第几个进入房间,可能是0,1,2 localIndex = i; } } //添加进入房间的玩家,判定座位位置 for (int i = 0; i < message.Gamers.Count; i++) { //如果服务端发来了默认空GamerInfo 跳过 GamerInfo gamerInfo = message.Gamers[i]; if (gamerInfo.UserID == 0) { continue; } //如果这个ID的玩家不在桌上 if (landRoomComponent.GetGamer(gamerInfo.UserID) == null) { Gamer gamer = ETModel.ComponentFactory.Create <Gamer, long>(gamerInfo.UserID); // localIndex + 1 指本地玩家后进入的下一个玩家 // 不论本地玩家是第几个进入房间,都放在1号位(下边) if ((localIndex + 1) % 3 == i) { //玩家在本地玩家右边2号位 landRoomComponent.AddGamer(gamer, 2); } else { //玩家在本地玩家左边0号位 landRoomComponent.AddGamer(gamer, 0); } } } await ETTask.CompletedTask; }
protected override async ETTask Run(ETModel.Session session, Actor_GamerReady_Landlords message) { UI uiRoom = Game.Scene.GetComponent <UIComponent>().Get(LandUIType.LandRoom); LandRoomComponent room = uiRoom.GetComponent <LandRoomComponent>(); Gamer gamer = room.GetGamer(message.UserID); gamer.GetComponent <LandlordsGamerPanelComponent>().SetReady(); //本地玩家准备,隐藏准备按钮 if (gamer.UserID == LandRoomComponent.LocalGamer.UserID) { uiRoom.GameObject.Get <GameObject>("Ready").SetActive(false); } await ETTask.CompletedTask; }
protected override async ETTask Run(ETModel.Session session, Actor_GamerGrabLandlordSelect_Ntt message) { UI uiRoom = Game.Scene.GetComponent <UIComponent>().Get(LandUIType.LandRoom); LandRoomComponent room = uiRoom.GetComponent <LandRoomComponent>(); Gamer gamer = room.GetGamer(message.UserID); if (gamer != null) { if (gamer.UserID == LandRoomComponent.LocalGamer.UserID) { uiRoom.GetComponent <LandRoomComponent>().Interaction.EndGrab(); } gamer.GetComponent <LandlordsGamerPanelComponent>().SetGrab(message.IsGrab); } await ETTask.CompletedTask; }
protected override async ETTask Run(ETModel.Session session, Actor_GameStartHandCards_Ntt message) { UI uiRoom = Game.Scene.GetComponent <UIComponent>().Get(LandUIType.LandRoom); LandRoomComponent room = uiRoom.GetComponent <LandRoomComponent>(); //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(); //添加与更新本地玩家的手牌 if (gamer.UserID == LandRoomComponent.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]; } 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; } LandRoomComponent uiRoomComponent = uiRoom.GetComponent <LandRoomComponent>(); //设置初始倍率 uiRoomComponent.SetMultiples(1); await ETTask.CompletedTask; }