示例#1
0
    /// <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();
    }
示例#2
0
 private void OnGangButtonClick()
 {
     penggang.Gang_S(hs);
     penggang.HideMJSCanGang();
 }