/// <summary> /// 设置特效显示 /// </summary> /// <param name="id">特效ID</param> /// <param name="seatId">座位号index,转换过后的</param> public void SetEffectShow(MJoptInfoData data, int seatId, int[] _type, int subtype) { if (data.ins == eMJInstructionsType.HU) //胡牌 { if (seatId != data.seatId) //不是主动操作的人 { return; } //先获取配置表 MJGameInsEffectConfig con = GetInsEffectConfig(data.ins); if (con == null) { return; } if ((eHuThrType)data.thrType != eHuThrType.NONE)//三级类型 { LoadAndShowEffect(con.thrTypeEffect[data.thrType], seatId); } else if ((eHuSubType)data.subType != eHuSubType.NONE)//二级类型 { LoadAndShowEffect(con.subTypeEffect[data.subType], seatId); } else if ((eHuType)data.type != eHuType.NONE)//一级类型 { LoadAndShowEffect(con.effect[data.type], seatId); } } else if (data.ins == eMJInstructionsType.YPDX || data.ins == eMJInstructionsType.PENG)//一炮多响、碰 { //先获取配置表 MJGameInsEffectConfig con = GetInsEffectConfig(data.ins); if (con == null) { return; } if (seatId == data.seatId)//主动操作的人 { LoadAndShowEffect(con.effect[0], seatId, data.ins == eMJInstructionsType.YPDX); } } else if (data.ins == eMJInstructionsType.GANG)//杠 { //先获取配置表 MJGameInsEffectConfig con = GetInsEffectConfig(data.ins); if (con == null) { return; } if (data.seatId != seatId)//不是主动操作的人就返回 { return; } int type = data.type; LoadAndShowEffect(con.subTypeEffect[type], seatId); } }
/// <summary> /// 流局 /// </summary> public void SetNoWinnerShow() { List <ConfigDada> conList = ConfigManager.GetConfigs <MJGameInsEffectConfig>(); ConfigDada con = conList.Find(o => o.conIndex == "100"); if (con == null) { return; } MJGameInsEffectConfig insCon = con as MJGameInsEffectConfig; LoadAndShowEffect(insCon.effect[0], MJGameModel.Inst.mMySeatId); }