/// <summary> /// 清空场景中全部Poker /// </summary> private void ClealAllScenePoker() { //清空场景 PaiJiu.Room Currentroom = RoomPaiJiuProxy.Instance.CurrentRoom; //1 将用过的牌放入桌子 MahJongManager_PaiJiu.Instance.ClearWall(); for (int i = 0; i < Currentroom.SeatList.Count; i++) { if (Currentroom.SeatList[i].PlayerId > 0) { SeatCtrl_PaiJiu seatCtrl = GetSeatCtrlBySeatPos(Currentroom.SeatList[i].Pos); if (seatCtrl != null) { //弃牌 if (Currentroom.SeatList[i] == RoomPaiJiuProxy.Instance.PlayerSeat) { m_UIScenePaiJiu3DView.ClearHandPoker(); } else { //清空手牌 seatCtrl.ClearHandPoker(); } //清空打过的牌 seatCtrl.ClearDeskTopContainer(); } } } }
/// <summary> /// 准备开始下一次 /// </summary> public void NextGame() { //清空场景 PaiJiu.Room Currentroom = RoomPaiJiuProxy.Instance.CurrentRoom; //1 将用过的牌放入桌子 if (Currentroom.loopEnd) { MahJongManager_PaiJiu.Instance.ClearWall(); } for (int i = 0; i < Currentroom.SeatList.Count; i++) { if (Currentroom.SeatList[i].PlayerId > 0) { //弃牌 if (Currentroom.SeatList[i] == RoomPaiJiuProxy.Instance.PlayerSeat) { m_UIScenePaiJiu3DView.ClearHandPoker(); } SeatCtrl_PaiJiu seatCtrl = GetSeatCtrlBySeatPos(Currentroom.SeatList[i].Pos); seatCtrl.ClearHandPoker(); //如果是一局结束 清空打过的牌 if (Currentroom.loopEnd) { seatCtrl.ClearDeskTopContainer(); } //如果是一局结束 清空牌墙 } } }
/// <summary> /// 选庄时场景处理 /// </summary> public void ChooseBanker() { //清空场景 PaiJiu.Room Currentroom = RoomPaiJiuProxy.Instance.CurrentRoom; MahJongManager_PaiJiu.Instance.ClearWall(); for (int i = 0; i < Currentroom.SeatList.Count; i++) { if (Currentroom.SeatList[i].PlayerId > 0) { SeatCtrl_PaiJiu seatCtrl = GetSeatCtrlBySeatPos(Currentroom.SeatList[i].Pos); seatCtrl.ClearHandPoker(); seatCtrl.ClearDeskTopContainer(); } } }