/// <summary> /// 弃牌,根据花色在弃牌区生成一张牌,2人与多人生成牌的位置不同 /// </summary> /// <param name="hs"></param> public void QiPai(int hs, int id) { GameObject go; if (GameInfo.room_peo != 2) { go = GameObject.Instantiate(tempGO, firstQiPaiTrans.position + (qiPaiGOList.Count % 7) * qiPaiOffsetX + (qiPaiGOList.Count / 7) * qiPaiOffsetZ, quaPengQi, qiPaiContainerTrans) as GameObject; } else { go = GameObject.Instantiate(tempGO, (firstQiPaiTrans.position - 3 * qiPaiOffsetX) + (qiPaiGOList.Count % 13) * qiPaiOffsetX + (qiPaiGOList.Count / 13) * qiPaiOffsetZ, quaPengQi, qiPaiContainerTrans) as GameObject; //2017.8.6劉磊添加 //go.transform.localPosition += Vector3.forward * 0.4f; } go.GetComponent <MeshRenderer>().material.mainTexture = textureArray[hs]; go.GetComponent <MJ_SP>().HS = hs; go.GetComponent <MJ_SP>().ID = id; qiPaiGOList.Add(go); if (GameInfo.queType != GameInfo.QueType.no) { maskPai.OnQueYiMenButtonClick(GameInfo.queType, true); } else { SortAllShouPai(); } paipaipai.ResetDiamondPosition(qiPaiGOList[qiPaiGOList.Count - 1].transform.position); pengGang.HideMJSCanGang(); }
private void OnGangButtonClick() { penggang.Gang_S(hs); penggang.HideMJSCanGang(); }