//获取每组牌中最大的牌 void MaxCardArea() { for (int i = 0; i < 5; i++) { maxCardArea[i] = 0; maxCardColor[i] = 0; for (int k = 0; k < 5; k++) { switch (i) { case 0: { byte cardValue = GameLogic.GetMaxCardValue(m_card_0[k]); byte cardColor = GameLogic.GetCardColor(m_card_0[k]); GameLogic.GetCardColor(m_card_0[k]); if ((maxCardArea[0] < cardValue) || ((cardValue == maxCardArea[0]) && (GameLogic.GetCardColor(m_card_0[k]) > GameLogic.GetCardColor(m_card_0[PositiveNumber(k - 1)])))) { maxCardArea[0] = cardValue; maxCardColor[0] = cardColor; } break; } case 1: { byte cardValue = GameLogic.GetMaxCardValue(m_card_1[k]); byte cardColor = GameLogic.GetCardColor(m_card_1[k]); if ((maxCardArea[1] < cardValue) || ((cardValue == maxCardArea[1]) && (GameLogic.GetCardColor(m_card_1[k]) > GameLogic.GetCardColor(m_card_1[PositiveNumber(k - 1)])))) { maxCardArea[1] = cardValue; maxCardColor[1] = cardColor; } break; } case 2: { byte cardValue = GameLogic.GetMaxCardValue(m_card_2[k]); byte cardColor = GameLogic.GetCardColor(m_card_2[k]); if ((maxCardArea[2] < cardValue) || ((cardValue == maxCardArea[2]) && (GameLogic.GetCardColor(m_card_2[k]) > GameLogic.GetCardColor(m_card_2[PositiveNumber(k - 1)])))) { maxCardArea[2] = cardValue; maxCardColor[2] = cardColor; } break; } case 3: { byte cardValue = GameLogic.GetMaxCardValue(m_card_3[k]); byte cardColor = GameLogic.GetCardColor(m_card_3[k]); if ((maxCardArea[3] < cardValue) || ((cardValue == maxCardArea[3]) && (GameLogic.GetCardColor(m_card_3[k]) > GameLogic.GetCardColor(m_card_3[PositiveNumber(k - 1)])))) { maxCardArea[3] = cardValue; maxCardColor[3] = cardColor; } break; } case 4: { byte cardValue = GameLogic.GetMaxCardValue(m_card_4[k]); byte cardColor = GameLogic.GetCardColor(m_card_4[k]); if ((maxCardArea[4] < cardValue) || ((cardValue == maxCardArea[4]) && (GameLogic.GetCardColor(m_card_4[k]) > GameLogic.GetCardColor(m_card_4[PositiveNumber(k - 1)])))) { maxCardArea[4] = cardValue; maxCardColor[4] = cardColor; } break; } } } } }
//牌型排序 int SortCard(string name, bool frame) { int id = 0; switch (name) { case "ctr_banker": { GameLogic.GetOxCard(ref m_card_0, (byte)m_card_0.Length); for (int i = 0; i < m_card_0.Length; i++) { if (frame == true) { _cardlist[i].GetComponent <UICard>().GetCardTex = m_card_0[i]; } else { _cardlist[i].GetComponent <UICard>().GetCardTex = m_card_0[Mathf.Abs(i - 4)]; } } id = 0; break; } case "ctr_tian": { GameLogic.GetOxCard(ref m_card_1, (byte)m_card_1.Length); for (int i = 0; i < m_card_1.Length; i++) { if (frame == true) { _cardlist[i + 5].GetComponent <UICard>().GetCardTex = m_card_1[i]; } else { _cardlist[i + 5].GetComponent <UICard>().GetCardTex = m_card_1[Mathf.Abs(i - 4)]; } } id = 1; break; } case "ctr_di": { GameLogic.GetOxCard(ref m_card_2, (byte)m_card_2.Length); for (int i = 0; i < m_card_2.Length; i++) { if (frame == true) { _cardlist[i + 10].GetComponent <UICard>().GetCardTex = m_card_2[i]; } else { _cardlist[i + 10].GetComponent <UICard>().GetCardTex = m_card_2[Mathf.Abs(i - 4)]; } } id = 2; break; } case "ctr_xuan": { GameLogic.GetOxCard(ref m_card_3, (byte)m_card_3.Length); for (int i = 0; i < m_card_3.Length; i++) { if (frame == true) { _cardlist[i + 15].GetComponent <UICard>().GetCardTex = m_card_3[i]; } else { _cardlist[i + 15].GetComponent <UICard>().GetCardTex = m_card_3[Mathf.Abs(i - 4)]; } } id = 3; break; } case "ctr_huang": { GameLogic.GetOxCard(ref m_card_4, (byte)m_card_4.Length); for (int i = 0; i < m_card_4.Length; i++) { if (frame == true) { _cardlist[i + 20].GetComponent <UICard>().GetCardTex = m_card_4[i]; } else { _cardlist[i + 20].GetComponent <UICard>().GetCardTex = m_card_4[Mathf.Abs(i - 4)]; } } id = 4; break; } } return(id); }