Пример #1
0
 public void Update(EFuuroType newType, Hai[] newHais, int newRelation, int newPick)
 {
     Type         = newType;
     Hais         = newHais;
     FromRelation = newRelation;
     NewPickIndex = newPick;
 }
Пример #2
0
 public Fuuro(EFuuroType newType, Hai[] newHais, int newRelation, int newPickIndex)
 {
     this._type         = newType;
     this._hais         = newHais;
     this._fromRelation = newRelation;
     this._newPickIndex = newPickIndex;
 }
Пример #3
0
    public void UpdateFuuro(Fuuro[] fuuros)
    {
        if (fuuros == null)
        {
            return;
        }

        // clear all fuuro.
        Clear();

        // create new.
        for (int i = 0; i < fuuros.Length; i++)
        {
            Fuuro      fuu       = fuuros[i];
            EFuuroType fuuroType = fuu.Type;

            if (i > 0)
            {
                curMaxPosX -= FuuroOffsetX;
            }

            int   newPickIndex = fuu.NewPickIndex;
            Hai[] hais         = fuu.Hais;
            //int relation = fuu.Relation;

            bool shouldSetLand = false;

            switch (fuuroType)
            {
            case EFuuroType.MinShun:     //Chii.
            case EFuuroType.MinKou:      // Pon.
            case EFuuroType.KaKan:       // 加杠.
            case EFuuroType.DaiMinKan:   // 大明杠.
            {
                for (int j = 0; j < hais.Length; j++)
                {
                    if (hais[j].ID < 0)
                    {
                        continue;
                    }

                    shouldSetLand = (j == newPickIndex);

                    float   posX     = curMaxPosX - GetMahjongRange(shouldSetLand) * 0.5f;
                    Vector3 localPos = new Vector3(posX, 0, 0);

                    MahjongPai pai = PlayerUI.CreateMahjongPai(transform, localPos, hais[j], true);

                    if (shouldSetLand)
                    {
                        pai.SetOrientation(EOrientation.Landscape_Left);

                        pai.transform.localPosition += new Vector3(0, MahjongPai.LandHaiPosOffsetY, 0);
                    }

                    pai.DisableInput();
                    fuuroHais.Add(pai);

                    // update curMaxPosX.
                    curMaxPosX -= GetMahjongRange(shouldSetLand);
                }
            }
            break;

            case EFuuroType.AnKan:     // 暗杠.
            {
                for (int j = 0; j < hais.Length; j++)
                {
                    if (hais[j].ID < 0)
                    {
                        continue;
                    }

                    shouldSetLand = false;

                    float   posX     = curMaxPosX - GetMahjongRange(shouldSetLand) * 0.5f;
                    Vector3 localPos = new Vector3(posX, 0, 0);

                    bool isShow = (j != 0 && j != hais.Length - 1);     // 2 sides hide.

                    MahjongPai pai = PlayerUI.CreateMahjongPai(transform, localPos, hais[j], isShow);

                    fuuroHais.Add(pai);

                    // update curMaxPosX.
                    curMaxPosX -= GetMahjongRange(shouldSetLand);
                }
            }
            break;
            }
        } // end for().
    }
Пример #4
0
    public void UpdateFuuro(Fuuro[] fuuros, bool isAI)
    {
        if (fuuros == null)
        {
            return;
        }

        // clear all fuuro.
        Clear();

        // create new.
        for (int i = 0; i < fuuros.Length; i++)
        {
            Fuuro      fuu       = fuuros[i];
            EFuuroType fuuroType = fuu.Type;

            if (i > 0)
            {
                curMaxPosX -= FuuroOffsetX;
            }

            int   newPickIndex = fuu.NewPickIndex;
            Hai[] hais         = fuu.Hais;
            //int relation = fuu.Relation;

            bool shouldSetLand = false;

            switch (fuuroType)
            {
            case EFuuroType.MinShun:     //Chii.
            case EFuuroType.MinKou:      // Pon.
            case EFuuroType.KaKan:       // 加杠.
            case EFuuroType.DaiMinKan:   // 大明杠.
            {
                for (int j = 0; j < hais.Length; j++)
                {
                    if (hais[j].ID < 0)
                    {
                        continue;
                    }

                    shouldSetLand = (j == newPickIndex);     //是否擺橫的

                    float   posX     = curMaxPosX - GetMahjongRange(shouldSetLand) * 0.5f;
                    Vector3 localPos = new Vector3(posX, 0, 0);

                    //吃牌要擺中間
                    if (j == 0)
                    {
                        localPos = new Vector3(posX - GetMahjongRange(shouldSetLand), 0, 0);
                    }
                    else if (j == 1)
                    {
                        localPos = new Vector3(posX + GetMahjongRange(shouldSetLand), 0, 0);
                    }
                    else if (j == 3)
                    {
                        localPos = new Vector3(posX + GetMahjongRange(shouldSetLand) * 2, 0.4f, 0);
                    }

                    MahjongPai pai = PlayerUI.CreateMahjongPai(transform, localPos, hais[j], true);

                    if (!isAI)
                    {
                        Utils.SetLayerRecursively(pai.gameObject, LayerMask.NameToLayer("PlayerFuuro"));
                    }
                    else
                    {
                        Utils.SetLayerRecursively(pai.gameObject, LayerMask.NameToLayer("Default"));
                    }

                    //if( shouldSetLand ) {
                    //    //pai.SetOrientation(EOrientation.Landscape_Left);

                    //    pai.transform.localPosition += new Vector3(0, MahjongPai.LandHaiPosOffsetY, 0);
                    //}

                    pai.DisableInput();
                    fuuroHais.Add(pai);

                    // update curMaxPosX.
                    if (j != 3)
                    {
                        curMaxPosX -= GetMahjongRange(shouldSetLand);
                    }
                }
            }
            break;

            case EFuuroType.AnKan:     // 暗杠.
            {
                for (int j = 0; j < hais.Length; j++)
                {
                    if (hais[j].ID < 0)
                    {
                        continue;
                    }

                    shouldSetLand = false;

                    float   posX     = curMaxPosX - GetMahjongRange(shouldSetLand) * 0.5f;
                    Vector3 localPos = new Vector3(posX, 0, 0);

                    //bool isShow = (j != 0 && j != hais.Length - 1); // 2 sides hide.
                    bool isShow = (j == 3);     // 2 sides hide.

                    //第四張擺上面
                    if (j == 3)
                    {
                        localPos = new Vector3(posX + GetMahjongRange(shouldSetLand) * 2, 0.4f, 0);
                    }

                    MahjongPai pai = PlayerUI.CreateMahjongPai(transform, localPos, hais[j], isShow);

                    if (!isAI)
                    {
                        Utils.SetLayerRecursively(pai.gameObject, LayerMask.NameToLayer("PlayerFuuro"));
                    }
                    else
                    {
                        Utils.SetLayerRecursively(pai.gameObject, LayerMask.NameToLayer("Default"));
                    }

                    fuuroHais.Add(pai);

                    // update curMaxPosX.
                    if (j != 3)
                    {
                        curMaxPosX -= GetMahjongRange(shouldSetLand);
                    }
                }
            }
            break;
            }
        } // end for().
    }