/// <summary> /// 翻牌 /// </summary> /// <param name="cards"></param> public void TurnCards(List <string> cards) { showCard = true; if (cards.Count == 5) { mHandCard = cards; } List <Transform> list = mHandCardGid.GetChildList(); for (int i = 0; i < list.Count; i++) { NiuniuHandCard handCard = list[i].GetComponent <NiuniuHandCard>(); if (handCard != null) { handCard.SetCard(cards[i]); if (mHandCardGid.cellWidth > 0) { handCard.SetCardDeepsByIndex(i); } else { handCard.SetCardDeepsByIndex(list.Count - i); } handCard.TurnCard(0.3f, true); } } }
/// <summary> /// 发牌 /// </summary> /// <param name="seatId"></param> /// <param name="cards"></param> /// <param name="show"></param> /// <param name="type"></param> /// <returns></returns> private IEnumerator IECastCardWithAnim(int seatId, List <string> cards, bool show, eNNCardsType type = eNNCardsType.Nil) { if (cards != null) { for (int i = 0; i < cards.Count; i++) { GameObject obj = NGUITools.AddChild(mHandCardGid.gameObject, mHandCardItem); obj.transform.localScale = Vector3.one; obj.SetActive(true); NiuniuHandCard card = obj.GetComponent <NiuniuHandCard>(); if (show) { card.ShowCardNum(cards[i]); //显示牌正面 card.SetCardDeepsByIndex(GetCardsIndex()); ////设置牌背层级 } else { card.ShowCardBg(); //显示牌背 card.SetCardBgDeepsByIndex(GetCardsIndex()); ////设置牌背层级 } obj.transform.position = mDealCardStartPos.position; Vector3 dpos = new Vector3(mHandCardGid.cellWidth * GetCardsIndex(), 0, 0); bool large = seatId == NiuniuModel.Inst.mMySeatId ? true : false; DealCardMove(card, dpos, 0.2f, large); mHandCard.Add(cards[i]); yield return(new WaitForSeconds(0.1f)); } } }