/// <summary> /// 排序卡牌的UI /// </summary> /// <param name="cards">有序序列</param> public void SortCardUI(List <Card> cards) { CardUI[] cardUIs = CreatePoint.GetComponentsInChildren <CardUI>(); for (int i = 0; i < cards.Count; i++) { for (int j = 0; j < cardUIs.Length; j++) { if (cards[i] == cardUIs[j].Card) { cardUIs[j].SetPosition(CreatePoint, i); } } } }
/// <summary> /// 获取选中的牌的集合 /// </summary> /// <returns></returns> public List <Card> FindCards() { cards = new List <Card>(); cardsUI = new List <CardUI>(); CardUI[] uIs = CreatePoint.GetComponentsInChildren <CardUI>(); for (int i = 0; i < uIs.Length; i++) { if (uIs[i].IsSelected) { cards.Add(uIs[i].Card); cardsUI.Add(uIs[i]); } } ToolsManager.SortList(cards, true);//排列选中的牌 return(cards); }
/// <summary> /// 找到选中的牌 /// </summary> /// <returns>选中的牌</returns> public List <Card> FindSelected() { CardUI[] cardUIs = CreatePoint.GetComponentsInChildren <CardUI>(); tempCard = new List <Card>(); tempUI = new List <CardUI>(); for (int i = 0; i < cardUIs.Length; i++) { if (cardUIs[i].IsSelected) { tempUI.Add(cardUIs[i]); tempCard.Add(cardUIs[i].Card); } } //***// Tools.Sort(tempCard, true); return(tempCard); }
/// <summary> /// 清空卡牌 /// </summary> /// <param name="type"></param> public void ClearList(ShowPoint type) { switch (type) { case ShowPoint.Desk: Cards.Clear(); CardUI[] cardUI = CreatePoint.GetComponentsInChildren <CardUI>(); for (int i = 0; i < cardUI.Length; i++) { cardUI[i].Destory(); } break; case ShowPoint.Player: m_PlayerList.Clear(); CardUI[] PcardUI = PlayPoint.GetComponentsInChildren <CardUI>(); for (int i = 0; i < PcardUI.Length; i++) { PcardUI[i].Destory(); } break; case ShowPoint.ComputerRight: m_RComputerList.Clear(); CardUI[] RcardUI = ComputerRightPoint.GetComponentsInChildren <CardUI>(); for (int i = 0; i < RcardUI.Length; i++) { RcardUI[i].Destory(); } break; case ShowPoint.ComputerLeft: m_LComputerList.Clear(); CardUI[] LcardUI = ComputerLeftPoint.GetComponentsInChildren <CardUI>(); for (int i = 0; i < LcardUI.Length; i++) { LcardUI[i].Destory(); } break; default: break; } }
/// <summary> /// 桌面清空 /// </summary> /// <param name="pos"></param> public void Clear(ShowPoint pos) { switch (pos) { case ShowPoint.Desk: Cards.Clear(); CardUI[] cardUIs = CreatePoint.GetComponentsInChildren <CardUI>(); for (int i = 0; i < cardUIs.Length; i++) { cardUIs[i].Destroy(); } break; case ShowPoint.Player: PlayerCardList.Clear(); CardUI[] cardUIPlayer = PlayerPoint.GetComponentsInChildren <CardUI>(); for (int i = 0; i < cardUIPlayer.Length; i++) { cardUIPlayer[i].Destroy(); } break; case ShowPoint.ComputerRight: ComputerRightCardList.Clear(); CardUI[] cardUIRight = ComputerRightPoint.GetComponentsInChildren <CardUI>(); for (int i = 0; i < cardUIRight.Length; i++) { cardUIRight[i].Destroy(); } break; case ShowPoint.ComputerLeft: ComputerLeftCardList.Clear(); CardUI[] cardUILeft = ComputerLeftPoint.GetComponentsInChildren <CardUI>(); for (int i = 0; i < cardUILeft.Length; i++) { cardUILeft[i].Destroy(); } break; default: break; } }
/// <summary> /// 出牌成功后删除出的牌 /// </summary> public void DestoryCard() { CardUI[] cardUIs = CreatePoint.GetComponentsInChildren <CardUI>(); foreach (Card item in SelectedCard) { foreach (CardUI uI in cardUIs) { if (item == uI.Card) { uI.Destory(); Cards.Remove(item); } } } //排序UI显示 //更新剩余牌数显示 CardUISort(Cards); m_characterUI.SetRemainCard(RemainCardCount); }
private void DestroyCards() { //删数据 //删UI CardUI[] cardsUi = CreatePoint.GetComponentsInChildren <CardUI>(); for (int i = 0; i < cardsUi.Length; i++) { for (int j = 0; j < SelectCards.Count; j++) { //是否出牌与UI一样 if (SelectCards[j] == cardsUi[i].Card) { cardsUi[i].Destroy(); Cards.Remove(SelectCards[j]); } } } //Ui排序 SortCardUI(Cards); characterUI.SetRemain(CardCount); }