public RX_CardSet PopCardSet() { //FindAll 需要传入一个谓词条件.... List <RX_Card> list = this.Card_list.FindAll((RX_Card obj) => { return(obj.IsPop); }); //create a new cardSet,which player have selected RX_CardSet card_set = new RX_CardSet(); card_set.Card_lister = list; //check the whether the cardSet is effect if (RX_CardType.IsBigBoom(card_set) || RX_CardType.IsBoom(card_set) || RX_CardType.IsDan(card_set) || RX_CardType.IsDui(card_set) || RX_CardType.IsFeijibudai(card_set) || RX_CardType.IsFeijidai(card_set) || RX_CardType.IsLianDui(card_set) || RX_CardType.IsSanBuDai(card_set) || RX_CardType.IsSandaiyi(card_set) || RX_CardType.IsShunzi(card_set) || RX_CardType.IsSidaier(card_set) ) { //check can give a hand? if (RX_Manager.prevCardSet == null || (card_set.Card_lister.Count == RX_Manager.prevCardSet.Card_lister.Count && (int)card_set.Card_level > (int)RX_Manager.prevCardSet.Card_level && card_set.Card_type == RX_Manager.prevCardSet.Card_type) || (card_set.Card_type == RX_CARD_SET.RX_TYPE_BOOM && RX_Manager.prevCardSet.Card_type != RX_CARD_SET.RX_TYPE_BOOM && RX_Manager.prevCardSet.Card_type != RX_CARD_SET.RX_TYPE_WANGZHA) || card_set.Card_type == RX_CARD_SET.RX_TYPE_WANGZHA ) { //clear previous spritePool and add the current cardsSprites to the pool RX_CardManager.ClearPool(); UISprite[] sprites = seat_container.GetComponentsInChildren <UISprite>(); List <UISprite> param = new List <UISprite>(); for (int i = 0; i < sprites.Length; i++) { foreach (RX_Card item in card_set.Card_lister) { if (item.ToString() == sprites[i].name) { //change the sprite's parent, prevent it been destroyed sprites[i].transform.SetParent(GameObject.Find("Control - Handed").transform); param.Add(sprites[i]); sprites[i] = new UISprite(); break; } } } RX_CardManager.SetHandedSprites(seat_pos, param); sprites[0] = null; RX_CardManager.AddPool(sprites); ////RemoveAll 需要传入一个谓词条件....instantiate new cards on the screen! this.Card_list.RemoveAll((RX_Card obj) => { return(obj.IsPop); }); //re layout after deleted the pop cards this.LayoutCardList(); return(card_set); } return(null); } else { return(null); } }