コード例 #1
0
    /// <summary>
    /// 下注
    /// </summary>
    /// <param name="proto"></param>
    public void NoticeJetton(PAIGOW_ROOM_INFORM_JETTON proto)
    {
        CurrentRoom.roomStatus = ROOM_STATUS.POUR;
        CurrentRoom.loopEnd    = false;
        List <int> pourPosList = proto.getPosList();

        for (int i = 0; i < pourPosList.Count; i++)
        {
            PaiJiu.Seat seat = GetSeatBySeatId(pourPosList[i]);
            if (seat == null)
            {
                continue;
            }

            seat.Pour = 0;

            AppDebug.Log(seat.Nickname + "开始下注");

            //提示该谁下注
            //设置倒计时
            SetCountDown(proto.unixtime);
            //SendSeatInfoChangeNotify(seat);
            //SendRoomInfoChangeNotify();
        }

        // 1 判断自己是否下注
        // 2 控制提示
        SendRoomInfoChangeNotify();
    }
コード例 #2
0
    /// <summary>
    /// 加载房间后 加载已有窗口
    /// </summary>
    /// <param name="obj"></param>
    private void SetEnterRoomView(object[] obj)
    {
        //加载等待解散 或 是否同意解散
        PaiJiu.Room room       = RoomPaiJiuProxy.Instance.CurrentRoom;
        PaiJiu.Seat playerSeat = RoomPaiJiuProxy.Instance.PlayerSeat;


        switch (room.roomStatus)
        {
        case ROOM_STATUS.DISMISS:

            bool isOperate = false;
            for (int i = 0; i < room.OperatePosList.Count; i++)
            {
                if (room.OperatePosList[i] == playerSeat.Pos)
                {
                    isOperate = true;
                }
            }
            if (isOperate)
            {
                UIViewManager.Instance.ShowMessage("提示", "等待解散结果", MessageViewType.None);
            }
            else
            {
                UIViewManager.Instance.ShowMessage("提示", "有人发起解散房间,是否同意", MessageViewType.OkAndCancel, ClientSendAgreeDisbandRoom, ClientSendRefuseDisbandRoom, 10f, AutoClickType.Cancel);
            }

            break;
        }
    }
コード例 #3
0
    /// <summary>
    /// 进入房间
    /// </summary>
    /// <param name="pbSeat"></param>
    public void EnterRoom(PAIGOW_ROOM_ENTER proto)
    {
        Debug.Log(proto.pos + "进入房间");
        PaiJiu.Seat seat = GetSeatBySeatId(proto.pos);
        if (seat == null)
        {
            return;
        }
        seat.PlayerId = proto.playerId;
        seat.Nickname = proto.nickname;
        seat.Avatar   = proto.avatar;
        seat.Gender   = proto.gender;
        seat.Pos      = proto.pos;

        //seat.Gold = proto.gold;            //<-----------------------------------《玩家基本金币》
        PeopleCounting();
        SendSeatInfoChangeNotify(seat);
#if IS_ZHANGJIAKOU
        if (BankerSeat != null)
        {
            SendSeatInfoChangeNotify(BankerSeat);
        }
#endif
        AppDebug.Log(seat.Nickname + "进入房间,SeatIndex:" + seat.Index);
    }
コード例 #4
0
    void RoomOpenPokerSettleAniPerform(PaiJiu.Seat seat, Room CurrentRoom)
    {
        m_Seats[seat.Index].SetSettle(seat);                                  //设置结算效果
        //m_Seats[seat.Index].SetScoresGoUp(seat.Earnings);
        //m_Seats[seat.Index].SetHandPokersType(seat,true);                   //牌型

        StartCoroutine(DelaySetGold(seat));                                // 更新玩家积分 SetGold
    }
コード例 #5
0
    /// <summary>
    /// 开局动画
    /// </summary>
    /// <param name="isReplay"></param>
    /// <returns></returns>
    private IEnumerator BeginAnimation(/*bool isReplay*/)
    {
        yield return(new WaitForSeconds(0.7f));

        //===================摇骰子=====================
        StartCoroutine(RollDice(0, 0, RoomPaiJiuProxy.Instance.CurrentRoom.currentDice.diceA, RoomPaiJiuProxy.Instance.CurrentRoom.currentDice.diceB));
        yield return(new WaitForSeconds(ROLL_DICE_ANIMATION_DURATION));

        int loopCount = RoomPaiJiuProxy.Instance.PlayerSeat.PokerList.Count / countPerTimes;   //===================根据手牌长度设定摸牌循环次数============count/countPerTimes=========

        int firstGivePos = RoomPaiJiuProxy.Instance.CurrentRoom.currentDice.seatPos;

        //按顺序发牌
        for (int i = 0; i < loopCount; ++i)
        {
            for (int j = 0; j < RoomPaiJiuProxy.Instance.CurrentRoom.SeatList.Count; ++j)
            {
                int         seatPos = (firstGivePos + j - 1) % RoomPaiJiuProxy.Instance.CurrentRoom.SeatList.Count;
                PaiJiu.Seat seat    = RoomPaiJiuProxy.Instance.CurrentRoom.SeatList[seatPos];
                if (seat.PlayerId <= 0)
                {
                    continue;
                }

                for (int k = 0; k < countPerTimes; ++k)
                {
                    //发牌入手
                    MaJiangCtrl_PaiJiu majiang = MahJongManager_PaiJiu.Instance.DrawMaJiang(seat.Pos, seat.PokerList[(i * countPerTimes) + k]);

                    //显示手牌
                    if (seat == RoomPaiJiuProxy.Instance.PlayerSeat)
                    {
                        m_UIScenePaiJiu3DView.DrawPoker(majiang);
                    }
                    else
                    {
                        GetSeatCtrlBySeatPos(seat.Pos).DrawPoker(majiang);
                    }
                }
#if IS_ZHANGJIAKOU
                AudioEffectManager.Instance.Play(ConstDefine_PaiJiu.FaPai_paijiu, Vector3.zero);        //播放声音
#endif
                yield return(new WaitForSeconds(DEAL_ANIMATION_DURATION));
            }
        }
#if IS_ZHANGJIAKOU
        // 如果有牌墙具体信息 则翻开牌墙
        if (RoomPaiJiuProxy.Instance.CurrentRoom.pokerWall.Count > 0)
        {
            DrawMaJiangWall(RoomPaiJiuProxy.Instance.CurrentRoom.pokerWall, true);
        }
#endif
        yield return(new WaitForSeconds(PLAYER_OPEN_POKER_DURATION));

        PaiJiuGameCtrl.Instance.ClientSendGetSettle();
    }
コード例 #6
0
    IEnumerator DelaySetGold(PaiJiu.Seat seat)
    {
        yield return(new WaitForSeconds(delaySetGoldTime));

        //改为发消息刷新金币
        TransferData data = new TransferData();

        data.SetValue("seat", seat);
        ModelDispatcher.Instance.Dispatch(ConstDefine_PaiJiu.ObKey_SetGoldAni, data);
    }
コード例 #7
0
 /// <summary>
 /// 计算座位的客户端序号
 /// </summary>
 /// <param name="room">房间信息</param>
 private void CalculateSeatIndex(PaiJiu.Room room)
 {
     PlayerSeat = null;
     if (room == null)
     {
         return;
     }
     for (int i = 0; i < room.SeatList.Count; ++i)
     {
         if (room.SeatList[i].PlayerId == AccountProxy.Instance.CurrentAccountEntity.passportId)
         {
             PlayerSeat = room.SeatList[i];
             for (int j = 0; j < CurrentRoom.SeatList.Count; ++j)
             {
                 PaiJiu.Seat seat      = room.SeatList[j];
                 int         seatIndex = seat.Pos - PlayerSeat.Pos;
                 seatIndex  = seatIndex < 0 ? seatIndex + ROOM_SEAT_COUNT : seatIndex;
                 seat.Index = seatIndex;
                 if (CurrentRoom.SeatList.Count == 2)
                 {
                     if (seat.Index != 0)
                     {
                         seat.Index = 2;
                     }
                 }
             }
             break;
         }
     }
     if (PlayerSeat == null)
     {
         PlayerSeat = room.SeatList[0];
         for (int j = 0; j < CurrentRoom.SeatList.Count; ++j)
         {
             PaiJiu.Seat seat      = room.SeatList[j];
             int         seatIndex = seat.Pos - PlayerSeat.Pos;
             seatIndex  = seatIndex < 0 ? seatIndex + ROOM_SEAT_COUNT : seatIndex;
             seat.Index = seatIndex;
             if (CurrentRoom.SeatList.Count == 2)
             {
                 if (seat.Index != 0)
                 {
                     seat.Index = 2;
                 }
             }
         }
     }
 }
コード例 #8
0
    /// <summary>
    /// 发送座位信息变更消息
    /// </summary>
    /// <param name="seat"></param>
    private void SendSeatInfoChangeNotify(PaiJiu.Seat seat)
    {
        if (seat == null)
        {
            return;
        }

        TransferData data = new TransferData();

        data.SetValue("Seat", seat);
        data.SetValue("IsPlayer", seat == PlayerSeat);
        data.SetValue("RoomStatus", CurrentRoom.roomStatus);
        data.SetValue("CurrentRoom", CurrentRoom);
        data.SetValue("BankerSeat", BankerSeat);
        data.SetValue("ChooseBankerSeat", CurrentRoom.ChooseBankerSeat);
        SendNotification(ConstDefine_PaiJiu.ObKey_SeatInfoChanged, data);
    }
コード例 #9
0
    /// <summary>
    /// 下注某分
    /// </summary>
    /// <param name="proto"></param>
    public void Jetton(PAIGOW_ROOM_JETTON proto)
    {
        PaiJiu.Seat seat = GetSeatBySeatId(proto.pos);
        if (seat == null)
        {
            return;
        }

        if (proto.hasPour())
        {
            seat.Pour = proto.pour;
        }

        //显示其下注内容
        SendRoomInfoChangeNotify();

        AppDebug.Log(seat.Nickname + "下注了,下注分:" + seat.Pour);
    }
コード例 #10
0
    /// <summary>
    /// 离开房间
    /// </summary>
    /// <param name="proto"></param>
    public void ExitRoom(PAIGOW_ROOM_LEAVE proto)
    {
        PaiJiu.Seat seat = GetSeatByPlayerId(proto.playerId);
        if (seat == null)
        {
            return;
        }
        seat.PlayerId = 0;

        PeopleCounting();
        SendSeatInfoChangeNotify(seat);

        AppDebug.Log(seat.Nickname + "离开房间");

        if (seat == PlayerSeat)
        {
            NetWorkSocket.Instance.SafeClose(GameCtrl.Instance.SocketHandle);
            SceneMgr.Instance.LoadScene(SceneType.Main);
        }
    }
コード例 #11
0
    /// <summary>
    /// 某人翻开某牌
    /// </summary>
    /// <param name="proto"></param>
    public void OnServerOpenPoker(PAIGOW_ROOM_DRAW proto)
    {
        AppDebug.Log(string.Format("开牌内容长度:{0} 座位号:{1}", proto.paigowMahjongCount(), proto.pos));
        PaiJiu.Seat           seat             = GetSeatBySeatId(proto.pos);
        List <PAIGOW_MAHJONG> protoMajiangList = proto.getPaigowMahjongList();

        for (int i = 0; i < protoMajiangList.Count; i++)
        {
            AppDebug.Log(string.Format("开牌信息:index:{0} size{1} type{2}", protoMajiangList[i].index, protoMajiangList[i].size, protoMajiangList[i].type));
            for (int j = 0; j < seat.PokerList.Count; j++)
            {
                if (protoMajiangList[i] != null && protoMajiangList[i].index == seat.PokerList[j].index)
                {
                    seat.PokerList[j].SetPoker(protoMajiangList[i]);
                    AppDebug.Log(string.Format("设置手牌数据:index:{0} size{1} type{2}", protoMajiangList[i].index, protoMajiangList[i].size, protoMajiangList[i].type));
                    continue;
                }
            }
        }
    }
コード例 #12
0
    /// <summary>
    /// 座位信息变更回调
    /// </summary>
    /// <param name="obj"></param>
    private void OnSeatInfoChanged(TransferData data)
    {
        PaiJiu.Seat seat       = data.GetValue <PaiJiu.Seat>("Seat");                   //座位
        bool        isPlayer   = data.GetValue <bool>("IsPlayer");                      //是否自己
        ROOM_STATUS roomStatus = data.GetValue <ROOM_STATUS>("RoomStatus");             //房间状态

        PaiJiu.Room currentRoom      = data.GetValue <PaiJiu.Room>("CurrentRoom");      //当前房间
        PaiJiu.Seat BankerSeat       = data.GetValue <PaiJiu.Seat>("BankerSeat");       //庄家座位
        PaiJiu.Seat ChooseBankerSeat = data.GetValue <PaiJiu.Seat>("ChooseBankerSeat"); //当前选庄座位

        if (isPlayer)
        {
            m_ButtonReady.gameObject.SetActive(seat.seatStatus == SEAT_STATUS.SEAT_STATUS_IDLE && (roomStatus == ROOM_STATUS.IDLE || roomStatus == ROOM_STATUS.READY));
            m_ButtonShare.gameObject.SetActive(seat.seatStatus == SEAT_STATUS.SEAT_STATUS_IDLE && roomStatus == ROOM_STATUS.IDLE || roomStatus == ROOM_STATUS.READY);
            if (!SystemProxy.Instance.IsInstallWeChat)
            {
                m_ButtonShare.gameObject.SetActive(false);
            }
            //m_CancelAuto.gameObject.SetActive(seat.IsTrustee);
            m_Operater.SetUI(currentRoom, seat, BankerSeat);
        }
    }
コード例 #13
0
    /// <summary>
    /// 准备
    /// </summary>
    /// <param name="proto"></param>
    public void Ready(PAIGOW_ROOM_READY proto)
    {
        if (CurrentRoom.roomStatus == ROOM_STATUS.IDLE)
        {
            CurrentRoom.roomStatus = ROOM_STATUS.READY;
        }
        PaiJiu.Seat seat = GetSeatBySeatId(proto.pos);
        if (seat == null)
        {
            return;
        }
        seat.seatStatus = SEAT_STATUS.SEAT_STATUS_READY;
        //seat.IsTrustee = false;


        //需要庄家点开始
//#if IS_ZHANGJIAKOU
        SendRoomInfoChangeNotify();
//#else
//        SendSeatInfoChangeNotify(seat);
//#endif
        AppDebug.Log(seat.Nickname + "准备");
    }
コード例 #14
0
    /// <summary>
    ///  发牌
    /// </summary>
    /// <param name="room"></param>
    /// <param name="isPlayAnimation"></param>
    private void DrawPoker(PaiJiu.Room room, bool isPlayAnimation)
    {
        //===================摸牌=======================
        if (!isPlayAnimation)
        {
            for (int i = 0; i < room.SeatList.Count; i++)
            {
                PaiJiu.Seat seat = room.SeatList[i];
                //桌面上的牌
                for (int j = 0; j < seat.TablePokerList.Count; j++)
                {
                    AppDebug.Log(string.Format("重连房间座位{0}已出的牌{1}", seat.Pos, (seat.TablePokerList[j].type + "_" + seat.TablePokerList[j].size)));
                    MaJiangCtrl_PaiJiu majiang = MahJongManager_PaiJiu.Instance.DrawMaJiang(seat.Pos, seat.TablePokerList[j]);
                }

                //清空摸到手里的已出过的牌
                if (seat.TablePokerList.Count > 0)
                {
                    GetSeatCtrlBySeatPos(seat.Pos).ClearHandPoker();
                }
                //AppDebug.Log(string.Format("------------------------------------------------重连房间座位手牌长度{0}", seat.PokerList.Count));


                //手里的牌
                for (int j = 0; j < seat.PokerList.Count; ++j)
                {
                    //if (seat == RoomPaiJiuProxy.Instance.PlayerSeat) AppDebug.Log(string.Format("---PlayerSeat---------重连房间座位手牌{0}", seat.PokerList[j].type + "_" + seat.PokerList[j].size));
                    MaJiangCtrl_PaiJiu majiang = null;
                    majiang = MahJongManager_PaiJiu.Instance.DrawMaJiang(seat.Pos, seat.PokerList[j]);

                    //显示手牌
                    if (seat == RoomPaiJiuProxy.Instance.PlayerSeat)
                    {
                        m_UIScenePaiJiu3DView.DrawPoker(majiang);
                    }
                    else
                    {
                        GetSeatCtrlBySeatPos(seat.Pos).DrawPoker(majiang);
                    }
                    //DRB.MahJong.MaJiangSceneCtrl
                }
            }
#if IS_ZHANGJIAKOU
            // 如果有牌墙具体信息 则翻开牌墙
            if (room.pokerWall.Count > 0)
            {
                DrawMaJiangWall(room.pokerWall, false);
            }
#endif
        }
        else
        {
            //清空手牌
            for (int i = 0; i < room.SeatList.Count; i++)
            {
                SeatCtrl_PaiJiu seatCtrl = GetSeatCtrlBySeatPos(room.SeatList[i].Pos);
                if (seatCtrl != null)
                {
                    seatCtrl.ClearHandPoker();
                }
            }
            StartCoroutine(BeginAnimation(/*isReplay*/));
        }
    }
コード例 #15
0
        /// <summary>
        /// 设置手牌类型
        /// </summary>
        public void SetHandPokersType(Seat seat, bool isShow)
        {
            bool isShowactiveSelf = m_HandPokersType.gameObject.activeSelf;

            if (isShowactiveSelf != isShow)
            {
                m_HandPokersType.gameObject.SetActive(isShow);
#if IS_ZHANGJIAKOU
                if (m_DoubleImage != null)
                {
                    m_DoubleImage.gameObject.SetActive(false);
                }
#endif

                if (isShow)
                {
                    int typeData = 0;

                    //m_HandPokersType.gameObject.SetActive(true);
                    if (seat.PokerList.Count >= 2)
                    {
                        if (seat.PokerList[0].type == seat.PokerList[1].type && seat.PokerList[0].size == seat.PokerList[1].size)
                        {
                            typeData = 10;
#if IS_ZHANGJIAKOU
                            if (m_DoubleImage != null && !seat.IsBanker && seat.PokerList[0].size >= 4 && seat.Earnings > 0)
                            {
                                m_DoubleImage.gameObject.SetActive(true);
                            }
#endif
                        }
                        else
                        {
                            for (int i = 0; i < seat.PokerList.Count; i++)
                            {
                                typeData += seat.PokerList[i].size;
                            }

                            typeData = typeData % 10;
                        }
                    }
                    else
                    {
                        return;
                    }


                    string spritePath = string.Format(ConstDefine_PaiJiu.UISpritePath, ConstDefine.GAME_NAME);
                    Sprite sprite     = AssetBundleManager.Instance.LoadSprite(spritePath, ("handpokerstype" + typeData));
                    m_HandPokersType.sprite = sprite;
                    //播放声音
                    string pokerTypeAudio = string.Format(ConstDefine_PaiJiu.PokerType_paijiu, typeData);
//#if IS_PAIJIU
//#else
//                    string pokerTypeAudio = seat.Gender + "_" + string.Format(ConstDefine_PaiJiu.PokerType_paijiu, typeData);
//#endif

                    AudioEffectManager.Instance.Play(pokerTypeAudio, Vector3.zero);
                    //NiuNiu.NiuNiuWindWordAni
                    TweenAni_PaiJiu.PokerTypeAni(m_HandPokersType.transform);
                }
            }
        }
コード例 #16
0
 /// <summary>
 /// 设置结算效果
 /// </summary>
 public void SetSettle(Seat seat)
 {
     SetScoresGoUp(seat.Earnings);
     SetHandPokersType(seat, true);
     //SetDoubleImage(seat, true, bankerSeat);
 }
コード例 #17
0
    /// <summary>
    /// 初始化房间信息  构建房间
    /// </summary>
    /// <param name="proto"></param>
    public void InitRoom(PAIGOW_ROOM protoRoom)   //------------------------使用协议类 接收全部信息  例骰子--------------------------------------------
    {
        BankerSeat = null;

        CurrentRoom = new PaiJiu.Room()
        {
            currentLoop = protoRoom.loop,
            roomId      = protoRoom.roomId,
            //matchId = protoRoom.matchId,//比赛场
            roomStatus = protoRoom.room_status,
            maxLoop    = protoRoom.maxLoop,
            mahJongSum = protoRoom.mahJongSum,
        };


        if (protoRoom.hasLoopEnd())
        {
            CurrentRoom.loopEnd = protoRoom.loopEnd;
        }
        if (protoRoom.hasRemainMahjong())
        {
            CurrentRoom.remainMahjong = protoRoom.remainMahjong;
        }
        Debug.Log("初始化房间信息  构建房间  CurrentRoom 房间ID" + CurrentRoom.roomId + "状态:" + CurrentRoom.roomStatus);


        //收到数据存到模型基类<------------------------------<保存配置>----------------------------------------
        CurrentRoom.Config.Clear();
        for (int i = 0; i < protoRoom.getSettingIdList().Count; i++)
        {
            cfg_settingEntity settingEntity = cfg_settingDBModel.Instance.Get(protoRoom.getSettingId(i));
            if (settingEntity != null)
            {
                CurrentRoom.Config.Add(settingEntity);
            }
        }

        //NiuNiu.RoomNiuNiuProxy
        //获得当前游戏模式
        for (int i = 0; i < CurrentRoom.Config.Count; i++)
        {
            if (CurrentRoom.Config[i].tags.Equals("banker"))
            {
                CurrentRoom.roomModel = (ROOM_MODEL)(CurrentRoom.Config[i].value - 1);
                Debug.Log("服务器发送的房间 庄模式为为:" + CurrentRoom.Config[i].value);
            }
        }
        //------------------------------------------------骰子数据
        Debug.Log("-----剩余牌墙具体信息---protoRoom.hasMahjongs_remain()--------" + protoRoom.hasMahjongs_remain());
        //剩余牌墙具体信息
        if (protoRoom.hasMahjongs_remain())
        {
            Debug.Log("-----剩余牌墙具体信息-----------" + protoRoom.getMahjongs_remainList().Count);
            List <PAIGOW_MAHJONG> Mahjongs_remain = protoRoom.getMahjongs_remainList();
            CurrentRoom.pokerWall.Clear();
            for (int i = 0; i < Mahjongs_remain.Count; i++)
            {
                Poker poker = new Poker();
                poker.SetPoker(Mahjongs_remain[i]);
                CurrentRoom.pokerWall.Add(poker);
                Debug.Log("-----剩余牌墙具体信息-----------" + poker.ToChinese());
            }
        }

        //座位
        CurrentRoom.SeatList = new List <PaiJiu.Seat>();
        for (int i = 0; i < protoRoom.paigowSeatCount(); ++i)
        {
            PAIGOW_SEAT paijiu_Seat = protoRoom.getPaigowSeat(i);

            PaiJiu.Seat seat = new PaiJiu.Seat();

            AppDebug.Log(string.Format("手牌长度" + paijiu_Seat.paigowMahjongCount()));
            //创建牌 接收
            for (int j = 0; j < paijiu_Seat.paigowMahjongCount(); j++)
            {
                //添加空牌
                seat.PokerList.Add(new Poker((j + 1), 0, 0, PAIGOW_STATUS.HIDE));
            }

            for (int j = 0; j < paijiu_Seat.getPaigowMahjongList().Count; j++)
            {
                AppDebug.Log(string.Format("---------------------------手牌" + paijiu_Seat.getPaigowMahjongList()[j].type + "_" + paijiu_Seat.getPaigowMahjongList()[j].size));
            }

            seat.SetSeat(paijiu_Seat);
            CurrentRoom.SeatList.Add(seat);
            if (paijiu_Seat.isBanker)
            {
                BankerSeat = seat;                      //庄家Pos
            }
            if (paijiu_Seat.isBanker)
            {
                Debug.Log(string.Format("庄家pos:{0}  下注{1}", paijiu_Seat.pos, paijiu_Seat.pour));
            }
        }

        //已操作解散房间座位
        if (protoRoom.hasOperatePosList())
        {
            for (int i = 0; i < protoRoom.getOperatePosListList().Count; i++)
            {
                CurrentRoom.OperatePosList.Add(protoRoom.getOperatePosListList()[i]);
            }
        }
        //正在选庄座位
        if (protoRoom.hasChooseBankerPos())
        {
            CurrentRoom.ChooseBankerSeat = GetSeatBySeatId(protoRoom.chooseBankerPos);
        }

        //(时间戳)
        if (protoRoom.hasUnixtime())
        {
            CurrentRoom.Unixtime = protoRoom.unixtime;
        }

        if (protoRoom.hasDealTime())
        {
            CurrentRoom.dealTime = protoRoom.dealTime;
        }

        CalculateSeatIndex(CurrentRoom);

        PeopleCounting();

        //同意房间解散人数
        //if (CurrentRoom.roomStatus == PAIGOW_ENUM_ROOM_STATUS.DISSOLVE)
        //{
        //    //计算当前同意解散人数
        //    ADHEnterRoom(protoRoom.getPaigowSeatList());

        //}

        //座位抢庄状态
        if (BankerSeat != null && CurrentRoom.roomStatus == ROOM_STATUS.GRABBANKER)
        {
            for (int i = 0; i < CurrentRoom.SeatList.Count; i++)
            {
                CurrentRoom.SeatList[i].isGrabBanker = 0;
            }
        }


        AppDebug.Log(string.Format("第一个玩家信息 位置{0} 庄{1} 转化索引{2} 玩家ID{3}", CurrentRoom.SeatList[0].Pos, CurrentRoom.SeatList[0].IsBanker, CurrentRoom.SeatList[0].Index, CurrentRoom.SeatList[0].PlayerId));
        AppDebug.Log(string.Format("自己玩家位置{0}", PlayerSeat.Pos));
    }