示例#1
0
 public void ResetAllShoot()
 {
     foreach (GameObject obj in _cardlist)
     {
         UICard card = obj.GetComponent <UICard>();
         card.SetShoot(false);
         card.SetMask(false);
     }
 }
示例#2
0
 public void SetShootCard(byte[] cards, byte count)
 {
     ResetAllShoot();
     for (byte i = 0; i < count; i++)
     {
         //Debug.LogError("cards[i] = " + cards[i] % 16);
         foreach (GameObject obj in _cardlist)
         {
             UICard card = obj.GetComponent <UICard>();
             if (cards[i] == card.CardData)
             {
                 card.SetShoot(true);
             }
         }
     }
 }
示例#3
0
        public void SetCardData(byte[] cards, byte count)
        {
            //清空
            if (count == 0)
            {
                Array.Clear(_cardata, 0, _cardata.Length);
                _cardcount = 0;

                foreach (GameObject card in _cardlist)
                {
                    Destroy(card);
                }
                _cardlist.Clear();

                return;
            }

            //牌数据
            Buffer.BlockCopy(cards, 0, _cardata, 0, count);
            _cardcount = count;

            int nColSpace = CardColSpace;

            if (AutoCalColSpace)
            {
                if (count < 2)
                {
                    nColSpace = (int)(CardSize.x / 2);
                }
                else
                {
                    nColSpace = (int)((800 - (int)CardSize.x) / (count - 1));
                    if (nColSpace > (int)(CardSize.x / 2))
                    {
                        nColSpace = (int)(CardSize.x / 2);
                    }
                }
            }
            //初始化
            foreach (GameObject card in _cardlist)
            {
                Destroy(card);
            }
            _cardlist.Clear();

            if (gameObject.activeSelf == false)
            {
                gameObject.SetActive(true);
            }

            //创建牌
            for (int i = 0; i < _cardcount; i++)
            {
//                GameObject obj = (GameObject) Instantiate(Resources.Load(CardPrefabs));
                GameObject obj = Instantiate(CardPrefabs);
                obj.transform.parent = transform;
                float zValue = ((float)i) / 100 + 1;
                obj.transform.localScale = new Vector3(1, 1, zValue);
                int nRow = (int)(i / RowMaxCards);
                int nCol = (int)(i % RowMaxCards);
                obj.transform.localScale    = CardScale;
                obj.transform.localPosition = new Vector3(nColSpace * nCol, CardRowSpace * nRow * (-1), 0);
                obj.name = "card_" + i.ToString();
                //Card
                UICard card = obj.GetComponent <UICard>();
                card.shoot = new Vector3(0, ShootSpace, 0);
                ;
                card.recvclick = Positively;
                card.duration  = Duration;
                card.CardData  = _cardata[i];
                card.SetShoot(false);
                card.SetMask(false);
                //Sprite
                UISlicedSprite sp = obj.GetComponentInChildren <UISlicedSprite>();
                sp.depth = BaseDepth + i;

                /* if(Align == ccAlignType.CENTER)
                 * {
                 *   sp.pivot = UIWidget.Pivot.Center;
                 * }
                 * else if(Align == ccAlignType.LEFT)
                 * {
                 *   sp.pivot = UIWidget.Pivot.Left;
                 * }
                 * else if(Align == ccAlignType.RIGHT)
                 * {
                 *   sp.pivot = UIWidget.Pivot.Right;
                 * }*/

                if (DisplayItem)
                {
                    sp.spriteName = GetCardTex(_cardata[i]);
                }
                else
                {
                    sp.spriteName = "card_back";
                }

                //事件
                UIButtonMessage msg = obj.GetComponent <UIButtonMessage>();
                msg.functionName = ClickEvent;
                msg.target       = target;

                _cardlist.Add(obj);
            }

            if (Align == ccAlignType.CENTER)
            {
                float nXRate = transform.localScale.x;
                if (_cardcount > RowMaxCards)
                {
                    int nX = (-1) *
                             (((int)((RowMaxCards - 1) * nColSpace * nXRate) + (int)CardSize.x) / 2 - ((int)CardSize.x / 2));
                    transform.localPosition = _oldPostion + new Vector3(nX, 0, 0);
                }
                else
                {
                    int nX = (-1) *
                             (((int)((_cardcount - 1) * nColSpace * nXRate) + (int)CardSize.x) / 2 - ((int)CardSize.x / 2));
                    transform.localPosition = _oldPostion + new Vector3(nX, 0, 0);
                }
            }
            else if (Align == ccAlignType.LEFT)
            {
                int nX = (-1) * (int)(CardSize.x / 2);
                transform.localPosition = _oldPostion + new Vector3(nX, 0, 0);
            }
            else if (Align == ccAlignType.RIGHT)
            {
                float nXRate = transform.localScale.x;
                if (_cardcount > RowMaxCards)
                {
                    int nX = (-1) * (int)(((int)((RowMaxCards - 1) * nColSpace * nXRate) + CardSize.x) / 2 - (CardSize.x / 2));
                    transform.localPosition = _oldPostion + new Vector3(nX, 0, 0);
                }
                else
                {
                    int nX = (-1) * (int)(((int)((_cardcount - 1) * nColSpace * nXRate) + CardSize.x) / 2 - (CardSize.x / 2));
                    transform.localPosition = _oldPostion + new Vector3(nX, 0, 0);
                }
            }
        }
示例#4
0
        public void AppendHandCard(byte[] cards, byte count)
        {
            if (cards == null || count == 0)
            {
                return;
            }
            //牌数据
            Buffer.BlockCopy(cards, 0, _cardata, _cardcount, count);
            _cardcount += count;

            //计算间距
            int nColSpace = CardColSpace;


            if (gameObject.activeSelf == false)
            {
                gameObject.SetActive(true);
            }


            //牌对象
            for (int i = _cardcount - count; i < _cardcount; i++)
            {
//                GameObject obj = (GameObject) Instantiate(Resources.Load(CardPrefabs));
                GameObject obj = Instantiate(CardPrefabs);
                obj.transform.parent = transform;
                float zValue = ((float)i) / 100 + 1;
                obj.transform.localScale = new Vector3(1, 1, zValue);

                int nRow = (int)(i / RowMaxCards);
                int nCol = (int)(i % RowMaxCards);

                Vector3 OldPos = Vector3.zero;
                if (Align == ccAlignType.CENTER)
                {
                    OldPos = new Vector3(0, -200, 0);
                }
                else if (Align == ccAlignType.LEFT)
                {
                    OldPos = new Vector3(-100, -100, 0);
                }
                else if (Align == ccAlignType.RIGHT)
                {
                    OldPos = new Vector3(100, -100, 0);
                }

                Vector3 NewPos = new Vector3(nColSpace * nCol, CardRowSpace * nRow * (-1), 0);
                obj.transform.localPosition = OldPos;
                TweenPosition.Begin(obj, 0.2f, NewPos);
                obj.name = "card_" + i.ToString();

                //Card
                UICard card = obj.GetComponent <UICard>();
                card.shoot = new Vector3(0, ShootSpace, 0);

                card.recvclick = Positively;
                card.duration  = Duration;
                card.CardData  = _cardata[i];
                card.SetPos(NewPos);
                card.SetShoot(false);
                card.SetMask(false);
                card.recvclick = false;

                //Sprite
                UISlicedSprite sp = obj.GetComponentInChildren <UISlicedSprite>();
                sp.depth = BaseDepth + i;

                /*if(Align == ccAlignType.CENTER)
                 * {
                 *  sp.pivot = UIWidget.Pivot.Center;
                 * }
                 * else if(Align == ccAlignType.LEFT)
                 * {
                 *  sp.pivot = UIWidget.Pivot.Left;
                 * }
                 * else if(Align == ccAlignType.RIGHT)
                 * {
                 *  sp.pivot = UIWidget.Pivot.Right;
                 * }*/
                if (DisplayItem)
                {
                    sp.spriteName = GetCardTex(_cardata[i]);
                }
                else
                {
                    sp.spriteName = "card_back";
                }

                //事件
                UIButtonMessage msg = obj.GetComponent <UIButtonMessage>();
                msg.functionName = ClickEvent;
                msg.target       = target;
                _cardlist.Add(obj);
            }


            int nX = (-1) * (int)(CardSize.x / 2);

            transform.localPosition = _oldPostion + new Vector3(nX - 400 + 110, 0, 0);
        }