public void Reset() { m_Pos = 0; Pokers.Clear(); m_pokersType = PokersType.None; m_currSize = 0; }
/// <summary> /// 出牌 /// </summary> /// <param name="playPoker"></param> /// <param name="pokerType"></param> public void PlayPokers(List <PokerCtrl> playPoker, PokersType pokerType) { for (int i = 0; i < playPoker.Count; ++i) { playPoker[i].gameObject.SetParent(m_UIRoundPokerContainer.transform, true); playPoker[i].gameObject.SetActive(true); } //int childCount= m_UIHandPokerContainer.transform.GetChildCount(); m_UIHandPokerContainer.Sort(); string spriteName = "PDKPokersType_" + pokerType.ToString(); string path = string.Format("download/{0}/source/uisource/paodekuai.drb", ConstDefine.GAME_NAME); Sprite sprite = AssetBundleManager.Instance.LoadSprite(path, spriteName); Debug.Log("-----------sprite == null-----------------------------------------" + sprite == null); if (sprite != null) { m_UIRoundPokerType.sprite = sprite; m_UIRoundPokerType.gameObject.SetActive(true); m_PokerTypeTween.OnComplete( () => { m_UIRoundPokerType.gameObject.SetActive(false); } ).Restart(); } }
public CombinationPokersEntity() { this.m_Pos = 0; this.m_pokers = new List <Poker> (); this.m_pokersType = PokersType.None; m_currSize = 0; }
public CombinationPokersEntity(int pos, List <Poker> pokers, PokersType pokersType, int size) { this.m_Pos = pos; this.m_pokers = pokers; this.m_pokersType = pokersType; m_currSize = size; if (pokers != null && pokers.Count > 0) { PaoDeKuaiHelper.Sort(pokers); } }
public void Execute() { PokersType pokerType = RoomPaoDeKuaiProxy.Instance.PlayPoker(m_DataEntity); if (PaoDeKuaiSceneCtrl.Instance != null) { SeatEntity seat = RoomPaoDeKuaiProxy.Instance.GetSeatBySeatPos(RoomPaoDeKuaiProxy.Instance.CurrentRoom.CurrAlreadyPlayPos); if (seat != null) { PaoDeKuaiSceneCtrl.Instance.PlayPoker(seat, RoomPaoDeKuaiProxy.Instance.CurrentRoom.RecentlyPlayPoker.Pokers, pokerType); } } }
/// <summary> /// 出牌 /// </summary> /// <param name="pos"></param> /// <param name="playPoker"></param> /// <param name="handPoker"></param> public void PlayPokers(int seatIndex, List <PokerCtrl> playPoker, PokersType pokerType) { m_Seats[seatIndex].PlayPokers(playPoker, pokerType); if (pokerType == PokersType.Plane) { PlayUIAnimation(UIRoomAnimationType.UIRoomAnimation_Plane.ToString()); } if (pokerType == PokersType.Bomb) { PlayUIAnimation(UIRoomAnimationType.UIRoomAnimation_Bomb.ToString(), (GameObject go) => { UIItemPDKBombAni bombAni = go.GetComponent <UIItemPDKBombAni>(); if (bombAni != null) { bombAni.SetUI(seatIndex); } } ); } }
/// <summary> /// 出牌 /// </summary> /// <param name="pos"></param> /// <param name="pokers"></param> public void PlayPoker(SeatEntity seat, List <Poker> pokers, PokersType pokerType) { List <PokerCtrl> playPoker = PrefabManager.Instance.PlayPokers(seat.Pos, pokers, seat == RoomPaoDeKuaiProxy.Instance.PlayerSeat); m_UIScenePaoDeKuaiView.PlayPokers(seat.Index, playPoker, pokerType); }
/// <summary> /// 出牌提示 /// </summary> /// <param name="lastPokers"></param> /// <param name="handPokers"></param> /// <returns></returns> private List <Poker> PlayPokerPrompt(List <Poker> lastPokers, List <Poker> handPokers, PokersType lastType) { if (lastPokers == null || lastPokers.Count == 0) { return(null); } //炸弹优先级 1 整炸 2 组炸 3 更大级别炸弹 //单张: 不提示万能牌 优先级别 1 提示单个 2 多牌拆出 4 炸弹... //一对: 1 优先提示双牌 2 拆出双牌(只能从3张中拆出) 3 万能组牌 4 炸弹... //三不带: 1 优先整牌 2 万能组牌 3 拆出3张 4 炸弹... //三带二: 同上 额外注意挑选一对 //三连对:1 整牌(不论拆牌) 2 万能组牌 3 炸弹... //钢板: 1 整牌(不论拆牌) 2 万能组牌 3 炸弹... //顺子: 1 整牌(非同花顺,不论拆牌) 2 万能组牌 3 炸弹... return(null); }
public void SetInfo(List <Poker> pokers, PokersType pokersType, int size) { this.m_pokers = pokers; this.m_pokersType = pokersType; m_currSize = size; }