예제 #1
0
        /// <summary>
        /// 发牌(生成牌)
        /// </summary>
        /// <param name="toSeatPos"></param>
        /// <param name="poker"></param>
        /// <param name="isPlayer"></param>
        /// <param name="isSort"></param>
        /// <returns></returns>
        public PokerCtrl DrawPoker(int toSeatPos, Poker poker, bool isPlayer, bool isSort)
        {
            if (isPlayer && poker.color == 0)
            {
                AppDebug.ThrowError("生成了一张空牌 1");
            }
            PokerCtrl ctrl = SpawnPoker(toSeatPos, poker, (isPlayer && (RoomPaoDeKuaiProxy.Instance.CurrentRoom.Status != RoomEntity.RoomStatus.Replay)) ? "PlayerHand" : "Hand");

            if (!m_DicHand.ContainsKey(toSeatPos))
            {
                m_DicHand.Add(toSeatPos, new List <PokerCtrl>());
            }
            m_DicHand[toSeatPos].Add(ctrl);

            //if (isSort)
            //{
            //    Sort(m_DicHand[toSeatPos], RoomMaJiangProxy.Instance.GetSeatBySeatId(toSeatPos).UniversalList);
            //}

            if (isPlayer && (ctrl.Poker == null || ctrl.Poker.color == 0))
            {
                AppDebug.ThrowError("生成了一张空牌 2");
            }
            return(ctrl);
        }
예제 #2
0
        //摸牌
        public MaJiangCtrl_PaiJiu DrawMaJiang(int toSeatPos, Poker poker /*, bool isInitPoker, bool isLast = false*/)
        {
            if (m_ListWall == null || m_ListWall.Count <= 0)
            {
                AppDebug.ThrowError("摸的牌墙木有牌了阿!!!!");
                return(null);
            }
            //MaJiangCtrl_PaiJiu majiang = null;


            MaJiangCtrl_PaiJiu ctrl = SpawnMaJiang(toSeatPos, poker, "Hand");

            //ctrl.transform.SetParent(majiang.transform.parent);
            //ctrl.transform.position = majiang.transform.position;
            //ctrl.transform.rotation = majiang.transform.rotation;
            //m_WallPool.Despawn(majiang.transform);
            if (!m_DicHand.ContainsKey(toSeatPos))
            {
                m_DicHand.Add(toSeatPos, new List <MaJiangCtrl_PaiJiu>());
            }

            m_DicHand[toSeatPos].Add(ctrl);
            //--OverplusWallCount;
            //m_ListWall[0].transform.GetComponent<MeshRenderer>().enabled = false;
            PushMaJiangToPool(m_ListWall[0].gameObject);
            m_ListWall.RemoveAt(0);
            return(ctrl);
        }
예제 #3
0
    /// <summary>
    /// 打牌
    /// </summary>
    /// <returns></returns>
    public MaJiangCtrl PlayMaJiang(int seatPos, Poker poker, bool isReplay = false)
    {
        //从手牌里找牌
        MaJiangCtrl majiang = null;

        if (m_DicHand.ContainsKey(seatPos))
        {
            List <MaJiangCtrl> lst = m_DicHand[seatPos];

            if (poker.color == 0)
            {
                AppDebug.ThrowError("生成了一张空牌 3:" + poker.ToLog());
            }


            for (int i = 0; i < lst.Count; ++i)
            {
                if (lst[i].Poker.index == poker.index)
                {
                    majiang = lst[i];
                    lst.RemoveAt(i);
                    break;
                }
            }
            Sort(lst, RoomMaJiangProxy.Instance.GetSeatBySeatId(seatPos).UniversalList);
        }

        if (majiang == null)
        {
            string str = string.Format("没找到要打的牌!!!!!!{0}", poker.ToString("{0}_{1}_{2}_{3}"));
            AppDebug.ThrowError(str);
        }

        MaJiangCtrl ctrl = SpawnMaJiang(seatPos, poker, "Table");

        if (majiang != null)
        {
            ctrl.transform.position = majiang.transform.position;
            ctrl.transform.rotation = majiang.transform.rotation;
            DespawnMaJiang(majiang);
        }

        if (!m_DicTable.ContainsKey(seatPos))
        {
            m_DicTable.Add(seatPos, new List <MaJiangCtrl>());
        }
        m_DicTable[seatPos].Add(ctrl);

        if (ctrl.Poker == null || ctrl.Poker.color == 0)
        {
            AppDebug.ThrowError("生成了一张空牌");
        }
        return(ctrl);
    }
예제 #4
0
        /// <summary>
        /// 摸牌动作(替换牌)
        /// </summary>
        /// <param name="fromSeatIndex">从哪摸</param>
        /// <param name="toSeatPos">摸到哪</param>
        /// <param name="poker">摸啥牌</param>
        /// <returns></returns>
        public PokerCtrl DrawPoker(int toSeatPos, PokerCtrl poker, bool isPlayer)
        {
            if (isPlayer && poker == null)
            {
                AppDebug.ThrowError("摸牌动作是一张空牌");
            }
            PokerCtrl pokerInWall = null;

            pokerInWall = m_ListWall[0];

            m_ListWall.Remove(pokerInWall);
            poker.transform.SetParent(pokerInWall.transform.parent);
            poker.transform.position = pokerInWall.transform.position;
            poker.transform.rotation = pokerInWall.transform.rotation;
            DespawnPoker(pokerInWall);
            return(poker);
        }
예제 #5
0
        private void ClearPokerList(List <MaJiangCtrl_JuYou> lst)
        {
            MaJiangCtrl_JuYou majiang = null;

            for (int i = lst.Count - 1; i >= 0; --i)
            {
                majiang = lst[i];
                lst.Remove(majiang);
                if (majiang != null)
                {
                    m_WallPool.Despawn(majiang.transform);
                }
                else
                {
                    AppDebug.ThrowError("没找到要丢弃的牌!!!!!!" + lst[i].ToString());
                }
            }
        }
예제 #6
0
        //弃牌 由座位一个一个弃牌
        public MaJiangCtrl_PaiJiu ClearHandPoker(int seatPos, Poker poker)
        {
            List <MaJiangCtrl_PaiJiu> lst = m_DicHand[seatPos];

            //从手牌里找牌
            MaJiangCtrl_PaiJiu majiang = null;

            for (int i = 0; i < lst.Count; ++i)
            {
                if (lst[i].Poker.size == poker.size && lst[i].Poker.type == poker.type)
                {
                    majiang = lst[i];
                    lst.Remove(lst[i]);
                    //lst.RemoveAt(i);
                    break;
                }
            }

            if (majiang == null)
            {
                AppDebug.ThrowError("没找到要打的牌!!!!!!" + poker.ToString());
            }

            MaJiangCtrl_PaiJiu ctrl = SpawnMaJiang(seatPos, poker, "Table");

            if (majiang != null)
            {
                ctrl.transform.position = majiang.transform.position;
                ctrl.transform.rotation = majiang.transform.rotation;
                PushMaJiangToPool(majiang.gameObject);//删除
                //m_WallPool.Despawn(majiang.transform);//删除
            }

            //把牌放桌面上
            if (!m_DicTable.ContainsKey(seatPos))
            {
                m_DicTable.Add(seatPos, new List <MaJiangCtrl_PaiJiu>());
            }
            m_DicTable[seatPos].Add(ctrl);
            return(ctrl);
        }
예제 #7
0
    /// <summary>
    /// 生成
    /// </summary>
    /// <param name="prefabName"></param>
    public Transform Spawn(string prefabName)
    {
        if (!m_Pool.prefabPools.ContainsKey(prefabName))
        {
            GameObject go = UIViewManager.Instance.LoadItem(prefabName);
            if (go == null)
            {
                AppDebug.ThrowError("没有该预制体:" + prefabName);
            }
            Transform  prefab = go.transform;
            PrefabPool pool   = new PrefabPool(prefab);
            pool.PreloadAmount   = 5;
            pool.IsCullDespawned = true;
            pool.CullAbove       = 20;
            pool.CullDelay       = 20;
            pool.CullMaxPerPass  = 1;
            m_Pool.CreatePrefabPool(pool);
        }

        return(m_Pool.Spawn(prefabName));
    }
예제 #8
0
        /// <summary>
        /// 丢弃手牌
        /// </summary>
        /// <param name="seatIndex"></param>
        public MaJiangCtrl_JuYou ClearHandPoker(int seatIndex, Poker poker)
        {
            List <MaJiangCtrl_JuYou> lst = m_DicHand[seatIndex];

            //从手牌里找牌
            MaJiangCtrl_JuYou majiang = null;

            for (int i = 0; i < lst.Count; ++i)
            {
                if (lst[i].Poker.index == poker.index)
                {
                    majiang = lst[i];
                    lst.Remove(lst[i]);
                    //lst.RemoveAt(i);
                    break;
                }
            }

            if (majiang == null)
            {
                AppDebug.ThrowError("没找到要打的牌!!!!!!" + poker.ToString());
            }

            MaJiangCtrl_JuYou ctrl = SpawnMaJiang(seatIndex, poker, "Table");

            if (majiang != null)
            {
                ctrl.transform.position = majiang.transform.position;
                ctrl.transform.rotation = majiang.transform.rotation;
                m_WallPool.Despawn(majiang.transform);//删除
            }

            //把牌放桌面上
            if (!m_DicTable.ContainsKey(seatIndex))
            {
                m_DicTable.Add(seatIndex, new List <MaJiangCtrl_JuYou>());
            }
            m_DicTable[seatIndex].Add(ctrl);
            return(ctrl);
        }
예제 #9
0
        public void SetPos(int playerSeatId, int seatCount)
        {
            int index = playerSeatId - 1;

            if (index < 0)
            {
                AppDebug.ThrowError("座位Id是0");
                index = 0;
            }
            if (seatCount == 2)
            {
                if (index == 1)
                {
                    index = 2;
                }
            }
            for (int i = 0; i < m_Pos.Length; ++i)
            {
                m_Pos[i].gameObject.SetActive(index == i);
            }
            gameObject.SetParent(m_Pos[index]);
        }
예제 #10
0
        public void SetPos(int seatId, Action onComplete)
        {
            int index = seatId - 1;

            if (index < 0)
            {
                AppDebug.ThrowError("座位Id是0");
                index = 0;
            }
            for (int i = 0; i < m_Pos.Length; ++i)
            {
                m_Pos[i].gameObject.SetActive(index == i);
            }
            transform.SetParent(m_Pos[index]);
            transform.DOLocalMove(Vector3.zero, 1f).SetEase(Ease.Linear).OnComplete(() =>
            {
                if (onComplete != null)
                {
                    onComplete();
                }
            });
            transform.DOLocalRotate(Vector3.zero, 1f).SetEase(Ease.Linear);
        }
예제 #11
0
        /// <summary>
        /// 摸牌
        /// </summary>
        /// <param name="fromSeatIndex">从哪摸</param>
        /// <param name="toSeatIndex">摸到哪</param>
        /// <param name="poker">摸啥牌</param>
        /// <returns></returns>
        public MaJiangCtrl_JuYou DrawMaJiang(int toSeatIndex, Poker poker)
        {
            if (CurrentWallIndex >= m_ListWall.Count)
            {
                CurrentWallIndex = 0;
            }

            if (m_ListWall == null || m_ListWall.Count <= CurrentWallIndex)
            {
                AppDebug.ThrowError("摸的牌墙木有牌了阿!!!!");
                return(null);
            }
            MaJiangCtrl_JuYou majiang = null;

            //MaJiangCtrl majiang = null;


            majiang = m_ListWall[CurrentWallIndex++];


            MaJiangCtrl_JuYou ctrl = SpawnMaJiang(toSeatIndex, poker, toSeatIndex == 0? "PlayerHand" : "Hand");

            ctrl.transform.SetParent(majiang.transform.parent);
            ctrl.transform.position = majiang.transform.position;
            ctrl.transform.rotation = majiang.transform.rotation;
            //m_ListWall.Remove(majiang);
            m_WallPool.Despawn(majiang.transform);
            if (!m_DicHand.ContainsKey(toSeatIndex))
            {
                m_DicHand.Add(toSeatIndex, new List <MaJiangCtrl_JuYou>());
            }

            m_DicHand[toSeatIndex].Add(ctrl);
            --OverplusWallCount;
            return(ctrl);
        }
예제 #12
0
    /// <summary>
    /// 吃碰杠
    /// </summary>
    public Combination3D Operate(int seatPos, OperatorType operateId, int subTypeId, List <Poker> pokers)
    {
        List <MaJiangCtrl> lst = new List <MaJiangCtrl>();

        Combination3D combination = null;

        if (operateId == OperatorType.Gang)
        {
            if (m_DicPeng.ContainsKey(seatPos))
            {
                List <Combination3D> usedList = m_DicPeng[seatPos];
                for (int i = 0; i < usedList.Count; ++i)
                {
                    if (usedList[i].OperatorType == OperatorType.Peng || usedList[i].OperatorType == OperatorType.Kou)
                    {
                        for (int j = 0; j < pokers.Count; ++j)
                        {
                            if (usedList[i].PokerList[0].Poker.index == pokers[j].index)
                            {
                                combination = usedList[i];
                                for (int k = 0; k < combination.PokerList.Count; ++k)
                                {
                                    lst.Add(combination.PokerList[k]);
                                }
                                usedList.Remove(combination);
                                break;
                            }
                        }
                    }
                }
            }
        }


        List <MaJiangCtrl> handList = m_DicHand[seatPos];
        Dictionary <int, List <MaJiangCtrl> > deskDic = m_DicTable;

        for (int i = 0; i < pokers.Count; ++i)
        {
            foreach (var pair in deskDic)
            {
                for (int j = 0; j < pair.Value.Count; ++j)
                {
                    if (pair.Value[j].Poker.index == pokers[i].index)
                    {
                        lst.Add(pair.Value[j]);
                        pair.Value.RemoveAt(j);
                        break;
                    }
                }
            }

            foreach (var pair in m_DicHand)
            {
                if (pair.Value == null)
                {
                    continue;
                }
                for (int j = 0; j < pair.Value.Count; ++j)
                {
                    if (pair.Value[j].Poker.index == pokers[i].index)
                    {
                        lst.Add(pair.Value[j]);
                        pair.Value.RemoveAt(j);
                        break;
                    }
                }
            }
        }
        if (operateId != OperatorType.Gang)
        {
            Sort(handList, RoomMaJiangProxy.Instance.GetSeatBySeatId(seatPos).UniversalList);
        }

        if (!m_DicPeng.ContainsKey(seatPos))
        {
            m_DicPeng.Add(seatPos, new List <Combination3D>());
        }

        if (lst.Count != pokers.Count)
        {
            StringBuilder sb = new StringBuilder();
            sb.AppendFormat("客户端找到牌的数量:{0},有", lst.Count);
            for (int i = 0; i < lst.Count; ++i)
            {
                sb.Append(lst[i].Poker.ToString(true, true));
                sb.Append(" ");
            }
            sb.AppendFormat(",服务器的数量:{0},有", pokers.Count);
            for (int i = 0; i < pokers.Count; ++i)
            {
                sb.Append(pokers[i].ToString(true, true));
                sb.Append(" ");
            }
            sb.AppendLine();
            sb.Append("客户端所有的手牌数据:");
            SeatEntity seat = RoomMaJiangProxy.Instance.GetSeatBySeatId(seatPos);
            if (seat != null)
            {
                for (int i = 0; i < seat.PokerList.Count; ++i)
                {
                    sb.Append(seat.PokerList[i].ToString(true, true));
                    sb.Append(" ");
                }
                sb.AppendLine();
                sb.Append("客户端所有的模型:");
            }
            for (int i = 0; i < handList.Count; ++i)
            {
                sb.Append(handList[i].Poker.ToString(true, true));
                sb.Append(" ");
            }
            AppDebug.ThrowError(sb.ToString());
        }

        List <MaJiangCtrl> newList = new List <MaJiangCtrl>();

        for (int i = 0; i < pokers.Count; ++i)
        {
            MaJiangCtrl ctrl = SpawnMaJiang(seatPos, pokers[i], "Table");
            if (pokers[i].pos != seatPos && (operateId == OperatorType.Chi || operateId == OperatorType.ChiTing))
            {
                ctrl.isGray = true;
            }

            if (operateId == OperatorType.LiangXi)
            {
                ctrl.isGray = true;
            }

            if (lst.Count == pokers.Count)
            {
                ctrl.transform.position = lst[i].transform.position;
                ctrl.transform.rotation = lst[i].transform.rotation;
            }
            newList.Add(ctrl);
        }

        if (combination == null)
        {
            combination = new Combination3D((int)operateId, subTypeId, newList);
        }
        else
        {
            combination.BuGang(newList);
        }

        for (int i = 0; i < lst.Count; ++i)
        {
            DespawnMaJiang(lst[i]);
        }
        m_DicPeng[seatPos].Add(combination);

        return(combination);
    }
예제 #13
0
    /// <summary>
    /// 摸牌
    /// </summary>
    /// <param name="fromSeatIndex">从哪摸</param>
    /// <param name="toSeatPos">摸到哪</param>
    /// <param name="poker">摸啥牌</param>
    /// <returns></returns>
    public MaJiangCtrl DrawMaJiang(int toSeatPos, Poker poker, bool isPlayer, bool isLast, bool isSort)
    {
        if (isPlayer && poker.color == 0)
        {
            AppDebug.ThrowError("生成了一张空牌 1:" + poker.ToLog());
        }
        MaJiangCtrl majiang = null;

        if (isLast)
        {
#if IS_LEPING
            MaJiangCtrl temp = m_ListWall[34];
            if (m_LuckPoker != null)
            {
                m_LuckPoker.transform.SetParent(temp.transform.parent);
                m_LuckPoker.transform.position         = temp.transform.position;
                m_LuckPoker.transform.localEulerAngles = temp.transform.localEulerAngles + new Vector3(0f, 0f, 180f);
                m_LuckPoker.transform.localScale       = temp.transform.localScale;
            }
            m_ListWall.Remove(temp);
            m_ListWallInverse.Remove(temp);
            DespawnMaJiang(temp);
            majiang = m_ListWall[34];
#elif IS_TAILAI
            majiang = m_ListWallInverse[12];
#else
            majiang = m_ListWallInverse[0];
#endif
        }
        else
        {
            majiang = m_ListWall[0];
        }
        m_ListWall.Remove(majiang);
        m_ListWallInverse.Remove(majiang);
        MaJiangCtrl ctrl = SpawnMaJiang(toSeatPos, poker, ((isPlayer && RoomMaJiangProxy.Instance.CurrentRoom.isReplay) ? "PlayerHand" : "Hand"));
        ctrl.transform.SetParent(majiang.transform.parent);
        ctrl.transform.position = majiang.transform.position;
        ctrl.transform.rotation = majiang.transform.rotation;
        DespawnMaJiang(majiang);
        if (!m_DicHand.ContainsKey(toSeatPos))
        {
            m_DicHand.Add(toSeatPos, new List <MaJiangCtrl>());
        }

        m_DicHand[toSeatPos].Add(ctrl);

        SeatEntity seat = RoomMaJiangProxy.Instance.GetSeatBySeatId(toSeatPos);
        if (seat != null)
        {
            if (seat.LackColor != 0)
            {
                if (ctrl.Poker.color == seat.LackColor)
                {
                    ctrl.isGray = true;
                }
            }
        }

        if (isSort)
        {
            Sort(m_DicHand[toSeatPos], RoomMaJiangProxy.Instance.GetSeatBySeatId(toSeatPos).UniversalList);
        }

        if (isPlayer && (ctrl.Poker == null || ctrl.Poker.color == 0))
        {
            AppDebug.ThrowError("生成了一张空牌 2:" + poker.ToLog());
        }
        return(ctrl);
    }
예제 #14
0
        /// <summary>
        /// 显示吃碰杠胡
        /// </summary>
        /// <param name="pbGroup"></param>
        public void ShowOperate(List <PokerCombinationEntity> pbGroup)
        {
            if (pbGroup == null)
            {
                throw new Exception("服务器询问吃碰杠的列表是空的");
            }

            RoomMaJiangProxy.Instance.AskPokerGroup = pbGroup;

            bool                 canHu        = false;
            bool                 isZiMo       = false;
            List <Poker>         lstPeng      = null;
            List <List <Poker> > lstGangs     = null;
            List <List <Poker> > lstChi       = null;
            List <List <Poker> > lstZhiDui    = null;
            List <List <Poker> > lstChiTing   = null;
            List <Poker>         lstPengTing  = null;
            List <List <Poker> > lstLiangXi   = null;
            bool                 isMustZhiDui = false;
            bool                 canDingZhang = false;
            bool                 canDingJiang = false;
            List <List <Poker> > lstKou       = null;
            List <Poker>         lstBuXi      = null;
            bool                 canPiaoTing  = false;
            bool                 isPao        = false;
            bool                 isJiao       = false;
            bool                 isMingTi     = false;

            for (int i = 0; i < pbGroup.Count; ++i)
            {
                OperatorType type = pbGroup[i].CombinationType;
                Debug.Log("客户端可以" + type);
                Poker poker = null;
                if (pbGroup[i].PokerList.Count > 0)
                {
                    poker = pbGroup[i].PokerList[0];
                    Debug.Log(poker.ToString("{0}_{1}_{2}"));
                }
                switch (type)
                {
                case OperatorType.Peng:
                    lstPeng = RoomMaJiangProxy.Instance.GetPeng(poker);
                    if (lstPeng == null || lstPeng.Count == 0)
                    {
                        AppDebug.ThrowError("没检测出来可以碰");
                    }
                    break;

                case OperatorType.Gang:
                    if (poker == null)
                    {
                        lstGangs = RoomMaJiangProxy.Instance.GetAnGang();

                        List <Poker> lstBuGangs = RoomMaJiangProxy.Instance.GetBuGang();
                        for (int j = 0; j < lstBuGangs.Count; ++j)
                        {
                            lstGangs.Add(new List <Poker> {
                                lstBuGangs[j]
                            });
                        }
                    }
                    else
                    {
                        lstGangs = RoomMaJiangProxy.Instance.GetMingGang(poker);
                    }
                    if (lstGangs == null || lstGangs.Count == 0)
                    {
                        AppDebug.ThrowError("没检测出来可以杠,服务器发送的poker是" + (poker == null ? "空的" : poker.ToString()));
                    }
                    break;

                case OperatorType.Chi:
                    lstChi = RoomMaJiangProxy.Instance.GetChi(poker);
                    if (lstChi == null || lstChi.Count == 0)
                    {
                        AppDebug.ThrowError("没检测出来可以吃");
                    }
                    break;

                case OperatorType.Hu:
                    canHu  = true;
                    isZiMo = pbGroup[i].SubTypeId == 2;
                    break;

                case OperatorType.ZhiDui:
                    lstZhiDui = RoomMaJiangProxy.Instance.GetZhiDui(out isMustZhiDui);
                    break;

                case OperatorType.ChiTing:
                    lstChiTing = RoomMaJiangProxy.Instance.GetChiTing(poker);
                    if (lstChiTing == null || lstChiTing.Count == 0)
                    {
                        AppDebug.ThrowError("没检测出来可以吃听");
                    }
                    break;

                case OperatorType.PengTing:
                    lstPengTing = RoomMaJiangProxy.Instance.GetPengTing(poker);
                    if (lstPengTing == null || lstPengTing.Count == 0)
                    {
                        AppDebug.ThrowError("没检测出来可以碰听");
                    }
                    break;

                case OperatorType.LiangXi:
                    lstLiangXi = RoomMaJiangProxy.Instance.GetLiangXi();
                    if (lstLiangXi == null || lstLiangXi.Count == 0)
                    {
                        AppDebug.ThrowError("没检测出来可以亮喜");
                    }
                    break;

                case OperatorType.DingZhang:
                    canDingZhang = true;
                    break;

                case OperatorType.FengGang:
                    List <Poker> lstFengGang = RoomMaJiangProxy.Instance.GetFengGang();
                    if (lstFengGang != null)
                    {
                        if (lstGangs == null)
                        {
                            lstGangs = new List <List <Poker> >();
                        }
                        lstGangs.Add(lstFengGang);
                    }
                    break;

                case OperatorType.DingJiang:
                    Poker dingjiang = RoomMaJiangProxy.Instance.GetDingJiang(poker);
                    if (dingjiang != null)
                    {
                        canDingJiang = true;
                    }
                    break;

                case OperatorType.Kou:
                    lstKou = RoomMaJiangProxy.Instance.GetKou();
                    break;

                case OperatorType.BuXi:
                    lstBuXi = RoomMaJiangProxy.Instance.GetBuXi();
                    if (lstBuXi == null || lstBuXi.Count == 0)
                    {
                        AppDebug.ThrowError("没检测出来可以补喜");
                    }
                    break;

                case OperatorType.PiaoTing:
                    canPiaoTing = true;
                    break;

                case OperatorType.Pao:
                    isPao = true;
                    break;

                case OperatorType.Jiao:
                    isJiao = true;
                    break;

                case OperatorType.MingTi:
                    isMingTi = true;
                    break;
                }
            }

            if (UIViewManager.Instance.CurrentUIScene is UISceneMaJiangView)
            {
                if (lstZhiDui != null)
                {
                    UIItemOperator.Instance.ShowZhiDui(lstZhiDui, !isMustZhiDui);
                }
                else
                {
                    UIItemOperator.Instance.Show(lstChi, lstPeng, lstGangs, canHu, isZiMo, lstChiTing,
                                                 lstPengTing, lstLiangXi, canDingZhang, canDingJiang, lstKou, lstBuXi,
                                                 canPiaoTing, isPao, isJiao, isMingTi);
                }
            }
        }