/// <summary> /// 获得被开牌方座位 /// </summary> /// <returns></returns> private Seat GetOnlyOpponentSeat() { List <Seat> seats = JoinSeats.FindAll(s => s.IPlayer.Id != CurrentSeat.IPlayer.Id); List <Seat> notGaveupSeats = new List <Seat>(); for (int i = 0; i < seats.Count; i++) { if (seats[i].IsGaveUp) { continue; } notGaveupSeats.Add(seats[i]); } if (notGaveupSeats.Count != 1) { return(null); } return(seats[0]); }
/// <summary> /// 获得被开牌方座位 /// </summary> /// <returns></returns> private Seat GetOnlyOpponentSeat(int playerId) { List <Seat> seats = JoinSeats.FindAll(s => s.IPlayer.Id != playerId && s.IsGaveUp != true); //List<Seat> notGaveupSeats = new List<Seat>(); //for (int i = 0; i < seats.Count; i++) { // if (seats[i].IsGaveUp) { // continue; // } // notGaveupSeats.Add(seats[i]); //} //if (notGaveupSeats.Count != 1) { // return null; //} if (seats.Count != 1) { return(null); } return(seats[0]); }
/// <summary> /// 没有放弃的玩家数量 /// </summary> private int GetActiveSeatCount() { int count = JoinSeats.FindAll(s => s.IsGaveUp == false).Count(); return(count); }
/// <summary> /// 返回每局参与玩家 /// </summary> /// <returns></returns> private List <Seat> GetPlaySeats() { return(JoinSeats.FindAll(p => p.IsChipIned == true)); }