private void stepAction() { GameBehaviourVO temp = aa.behavieList [stepNum]; usedList.Insert(0, temp); int tempcurIndex = getCurIndex(temp.accountindex_id); if (temp.type == 1) { outCard(tempcurIndex, temp.getOutPai()); } //SetDirGameObjectAction (tempcurIndex); stepNum++; }
private void stepAction() { GameBehaviourVO temp = aa.behavieList [stepNum]; usedList.Insert(0, temp); int tempcurIndex = getCurIndex(temp.accountindex_id); if (temp.type == 0) //0:让,1:跟,2:加,3:弃牌 { playerItems [tempcurIndex].GetComponent <PlayerItemBackScript> ().showDZPKRangPai(); } else if (temp.type == 1) { playerItems [tempcurIndex].GetComponent <PlayerItemBackScript> ().showDZPKGenZhu(temp.gangType); } else if (temp.type == 2) { playerItems [tempcurIndex].GetComponent <PlayerItemBackScript> ().showDZPKJiaZhu(temp.gangType); } else if (temp.type == 3) { playerItems [tempcurIndex].GetComponent <PlayerItemBackScript> ().showDZPKQiPai(); } else if (temp.type == -1) //发牌 { int[] deskCard = temp.getOutPai(); List <GameObject> cards = new List <GameObject> (); for (int i = 0; i < deskCard.Length; i++) { GameObject gob = Instantiate(Resources.Load("prefab/pdk/HandCard_s")) as GameObject; if (gob != null) { gob.transform.SetParent(parentList [6]); gob.transform.localScale = new Vector3(1, 1, 1); gob.GetComponent <pdkCardScript> ().setPoint(deskCard [i], 4); cards.Add(gob); } } handerCardList.Add(cards); } else if (temp.type == -2) //胜利 { playerItems [tempcurIndex].GetComponent <PlayerItemBackScript> ().showDZPKSuccess(); } stepNum++; }
private void frontAction() { if (usedList.Count > 0) { //play = false; GameBehaviourVO temp = usedList [0]; usedList.RemoveAt(0); int tempcurIndex = getCurIndex(temp.accountindex_id); if (temp.type == 1) { frontIncard(tempcurIndex, temp.getOutPai()); } //SetDirGameObjectAction (tempcurIndex); stepNum--; processText.text = "播放进度:" + (int)(stepNum * 100 / aa.behavieList.Count) + "%"; //play = true; } }