hengyang_client/lua_probject/main_project/main/majiang/MJMainView.lua

1033 lines
34 KiB
Lua
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local MJPlayerCardInfoView = import(".MJPlayerCardInfoView")
local MJPlayerSelfCardInfoView = import(".MJPlayerSelfCardInfoView")
local TableBG = require("Game.Data.TableBG")
local MJSettingView = import(".MJSettingViewNew")
local MJMainRightPanelView = import(".MJMainRightPanelView")
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local MJCheckG = import('.MJCheckG')
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local GameInfoWindow = import(".GameInfoWindow")
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local HuCardImg = import(".HuCardImg")
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local bg_config = {
{ id = 1, url = "base/main_majiang/bg/bg1", thumb = "ui://Main_Majiang/b01" },
{ id = 2, url = "base/main_majiang/bg/bg2", thumb = "ui://Main_Majiang/b02" },
{ id = 3, url = "base/main_majiang/bg/bg3", thumb = "ui://Main_Majiang/b03" }
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}
local M = {}
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setmetatable(M, { __index = MainView })
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M.HuCardImg = HuCardImg
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local default_bg = 1
local function IsRoomOwer()
--local roomOwner = self._room.player_list[1].self_user.account_id
local roomOwner = DataManager.CurrenRoom.player_list[1].self_user.account_id
return roomOwner == DataManager.SelfUser.account_id
end
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function M:InitView(url, use_custom_bg, custom_bg_config)
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-- 加载牌型数据
if not DataManager.CardTypeList then
local json_data = Utils.LoadLocalFile("CardTypeData")
if json_data then
DataManager.CardTypeList = json.decode(json_data)
else
DataManager.CardTypeList = {}
end
end
self._room.card_type = DataManager.CardTypeList[tostring(self._room.game_id)] or 1
UIPackage.AddPackage("base/main_majiang/ui/Main_Majiang")
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self._full = false
self._scale = true
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MainView.InitView(self, url)
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self.list_otherHuEffect = self._view:GetChild("list_otherHuEffect")
self.list_HuEffect = self._view:GetChild("list_HuEffect")
self.loader_otherHuCardEffect = self._view:GetChild("loader_otherHuCardEffect")
self.loader_selfHuCardEffect = self._view:GetChild("loader_selfHuCardEffect")
self.cHuCardEffect = self._view:GetController("cHuCardEffect")
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-- self.effect_ZiMo = self._view:GetChild("effect_ZiMo")
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self._ctr_more = self._view:GetController("more")
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self._view_clearingFather = self._view:GetChild('clearing_show')
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self.com_notice = self._view:GetChild("com_notice")
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self.btn_setting = self._view:GetChild("btn_setting")
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local _view = self._view
self._cursor = UIPackage.CreateObjectFromURL("ui://Main_Majiang/Ani_play_bj")
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bg_config = custom_bg_config == nil and bg_config or custom_bg_config
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if use_custom_bg then
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TableBG.LoadTableBG(default_bg, self._room.game_id, self._root_view, bg_config)
end
local _room = self._room
local _cardbox = _view:GetChild("cardbox")
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self._zhuanpanCtr = _cardbox:GetController("zuozi")
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-- self._ctr_cardbox = _cardbox:GetController("c1")
-- self._tex_leftTime = _cardbox:GetChild("tex_leftnum")
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local centerBox = _view:GetChild("Comp_ConterBox")
self._ctr_cardbox = centerBox:GetController("seat")
self._tex_leftTime = centerBox:GetChild("Text_Time")
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self.com_logocType = _view:GetChild("com_logo"):GetController("cType")
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if self._room.card_type == 2 then
self:Change3d(true)
else
self:Change3d(false)
end
local rightpanel = self._view:GetChild("com_roominfo")
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if self._rightPanelView ~= nil then
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self._rightPanelView:Destroy()
end
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self._rightPanelView = MJMainRightPanelView.new(self, rightpanel)
--local tempdsaf=self._view:GetChild("btn_back_jiesan")
--tempdsaf:GetChild("n3").displayObject.gameObject:SetActive(false)
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---- print("2222222222222222222222")
---- print(self._view:GetChild("btn_back_jiesan").displayObject.gameObject.name)
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--self._view:GetChild("btn_back_jiesan").displayObject.gameObject:SetActive(false)
--local temp111=self._view:GetChild("btn_back_jiesan").displayObject.gameObject
--temp111:SetActive(false)
self._view:GetChild("btn_back_jiesan").onClick:Set(function()
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if self.dismiss_room_cd_time > 0 then
ViewUtil.ErrorTip(nil, "您还处于解散冷却时间当中,请稍后重试!")
else
local _gamectr = ControllerManager.GetController(GameController)
_gamectr:AskDismissRoom()
end
end)
self._tex_LeftCard = _view:GetChild("remaining_card")
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self._player_card_info = {}
local _player_card_info = self._player_card_info
for i = 1, _room.room_config.people_num do
local tem = _view:GetChild("player_card_info" .. i)
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print("====================================", "player_card_info" .. i, tem)
pt(_view)
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_player_card_info[i] = self:NewMJPlayerCardInfoView(tem, i)
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end
local list = _room.player_list
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for i = 1, #list do
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local p = list[i]
local info = _player_card_info[self:GetPos(p.seat)]
info:SetPlayer(p)
info:FillData()
end
local list = _room.player_list
local readyNum = 0
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for i = 1, #list do
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local p = list[i]
if p.ready then readyNum = readyNum + 1 end
end
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for i = 1, #_room.player_list do
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local p = _room.player_list[i]
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local zi, icon = self:GetPosString(p.seat)
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if self._room.card_type == 2 then
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_cardbox:GetChild("3d_direction" .. self:GetIndex(self:GetPos(p.seat))).icon = "ui://MajiangCard3d/" .. icon
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end
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_cardbox:GetChild("direction" .. self:GetIndex(self:GetPos(p.seat))).text = zi
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end
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self._ctr_action = _view:GetController("action")
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if _room.banker_seat == _room.self_player.seat and readyNum == _room.room_config.people_num then
--self._ctr_action.selectedIndex = 2
elseif not _room.self_player.ready then
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local round = DataManager.CurrenRoom.room_config.config.times or 1
local xpconfig = DataManager.CurrenRoom.room_config.config.xi_pai
if xpconfig then
if round > 1 then
self._ctr_action.selectedIndex = 1
else
self._ctr_action.selectedIndex = 2
end
else
self._ctr_action.selectedIndex = 1
end
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else
self._ctr_action.selectedIndex = 0
end
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local changeTable = self._view:GetChild('btn_change')
if changeTable then
changeTable.onClick:Set(function()
default_bg = default_bg + 1 > #bg_config and 1 or default_bg + 1
TableBG.LoadTableBG(default_bg, self._room.game_id, self._root_view, bg_config)
end)
end
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local checkG = self._view:GetChild('btn_check')
if checkG then
checkG.onClick:Set(function()
local checkG = MJCheckG.new()
checkG:Show()
end)
end
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local viewList_witness = self._view:GetChild('comp_witness'):GetChild('list_players')
viewList_witness:SetVirtual()
viewList_witness.itemRenderer = function(index, obj)
obj:GetChild('title').text = _room.witness_player_list[index + 1].nick
ImageLoad.Load(_room.witness_player_list[index + 1].portrait, obj:GetChild('btn_head')._iconObject)
end
local btn_witness = self._view:GetChild('btn_pangGuang')
if btn_witness then
btn_witness.onClick:Set(function()
self._view:GetController('witness').selectedIndex = 1
end)
end
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self._view:GetChild('btn_closeRoom').onClick:Set(function()
if IsRoomOwer() then
self._gamectr:AskDismissRoom(
function(res)
ViewUtil.CloseModalWait()
if res.ReturnCode == 0 then
ViewManager.ChangeView(ViewManager.View_Family)
else
ViewUtil.ErrorTip(res.ReturnCode)
end
end)
return
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end
self._gamectr:LevelRoom(function(res)
if res.ReturnCode ~= 0 then
ViewUtil.ErrorTip(res.ReturnCode)
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end
ViewManager.ChangeView(ViewManager.View_Family)
end)
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end)
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self:InitXiPai()
self:InitXiPai1()
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self.btn_setting.onClick:Set(handler(self, self.ClickSetting))
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end
function M:ClickSetting()
local view = MJSettingView.new(self)
view:Show()
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end
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function M:InitXiPai()
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self._xipaiPanel = UIPackage.CreateObjectFromURL("ui://Common/panel_handanim")
self._xipaiPanel.visible = false
self._root_view:AddChild(self._xipaiPanel)
local offset = get_offset(self._full_offset)
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self._xipaiPanel.width = GRoot.inst.width - (offset * 2)
self._xipaiPanel.height = GRoot.inst.height
self._xipaiPanel.x = offset
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self._handAnimCtr = self._xipaiPanel:GetController("anim")
self._handAnimCtr.selectedIndex = 0
--self:PlayXiPai()
end
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function M:InitXiPai1()
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self._xipaiPanel1 = UIPackage.CreateObjectFromURL("ui://Common/panel_handanim02")
self._xipaiPanel1.visible = false
self._root_view:AddChild(self._xipaiPanel1)
local offset = get_offset(self._full_offset)
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self._xipaiPanel1.width = GRoot.inst.width - (offset * 2)
self._xipaiPanel1.height = GRoot.inst.height
self._xipaiPanel1.x = offset
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self._handAnimCtr1 = self._xipaiPanel1:GetController("anim1")
self._handAnimCtr1.selectedIndex = 0
end
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function M:PlayXiPai(xipaiCallBack)
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if self._xipaiPanel then
coroutine.start(function()
self._xipaiPanel.visible = true
self._xipaiPanel:GetTransition("XiPai"):Play()
self._handAnimCtr.selectedIndex = 1
coroutine.wait(3)
self._handAnimCtr.selectedIndex = 0
self._xipaiPanel.visible = false
if xipaiCallBack then
xipaiCallBack()
end
end)
end
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end
function M:PlayXiPai1(xipaiCallBack)
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if self._xipaiPanel1 then
coroutine.start(function()
self._xipaiPanel1.visible = true
self._xipaiPanel1:GetTransition("XiPai"):Play()
self._handAnimCtr1.selectedIndex = 1
coroutine.wait(3)
self._handAnimCtr1.selectedIndex = 0
self._xipaiPanel1.visible = false
if xipaiCallBack then
xipaiCallBack()
end
end)
end
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end
function M:EventInit()
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MainView.EventInit(self)
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end
function M:Change3d(flag)
local _room = self._room
local _view = self._view
local _cardbox = _view:GetChild("cardbox")
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for i = 1, #_room.player_list do
local p = _room.player_list[i]
local zi, icon = self:GetPosString(p.seat)
if self._room.card_type == 2 then
_cardbox:GetChild("3d_direction" .. self:GetIndex(self:GetPos(p.seat))).icon = "ui://MajiangCard3d/" .. icon
end
_cardbox:GetChild("direction" .. self:GetIndex(self:GetPos(p.seat))).text = zi
end
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-- 如果要切换3d牌桌的cardbox位置及上方文字(剩余牌,回合数)显示不错乱,需要做以下改动
-- 取消文字组合的3d控制器的位置 并设置对cardbox的关联左左顶顶
if flag == true then
if _view:GetController("3d") ~= nil then
_view:GetController("3d").selectedIndex = 1
_cardbox.x = (_view.width - _cardbox.width) * 0.5
end
_cardbox:GetController("3d").selectedIndex = 1
_cardbox.x = (_view.width - _cardbox.width) * 0.5
else
if _view:GetController("3d") ~= nil then
_view:GetController("3d").selectedIndex = 0
_cardbox.x = (_view.width - _cardbox.width) * 0.5
end
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_cardbox:GetController("3d").selectedIndex = 0
_cardbox.x = (_view.width - _cardbox.width) * 0.5
end
end
-- function M:NewSettingView()
-- local settingView = MJSettingView.new(self._root_view)
-- settingView:FillBgSection(function(url)
-- LoadGameBg(url, self._root_view)
-- end, self._room.game_id, default_bg)
-- settingView.onChangeCardCallback:Add(function()
-- self:Change3d(DataManager.CurrenRoom.card_type == 2)
-- self:ReloadRoom()
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-- for i = 1, #self._room.player_list do
-- local p = self._room.player_list[i]
-- local card_info = self._player_card_info[self:GetPos(p.seat)]
-- card_info:ResetCardType()
-- end
-- end)
-- settingView.onEXVoiceCallback:Add(function()
-- end)
-- settingView.onEXChuPaiCallback:Add(function()
-- end)
-- return settingView
-- end
function M:NewSettingView()
local settingView = MJSettingView.new(self._root_view)
-- settingView._view:GetChild("btn_card_1").icon = pack_full_name .. "com_card_preview"
-- local gear = settingView._view:GetChild("panel_bg"):GetGear(0)
-- gear.pages = {"0", "1", "2"}
-- gear:Apply()
-- settingView.Change3d = function() end
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settingView:FillBgSection(function(url, index)
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LoadGameBg(url, self._root_view)
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self._zhuanpanCtr.selectedIndex = index - 1
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end, self._room.game_id, 1, bg_config)
settingView.onChangeCardCallback:Add(function()
self:RemoveCursor()
for i = 1, #self._room.player_list do
local p = self._room.player_list[i]
local card_info = self._player_card_info[self:GetPos(p.seat)]
card_info:Clear(true)
card_info:ResetCardType()
end
self:Change3d(DataManager.CurrenRoom.card_type == 2)
self:ReloadRoom(true)
end)
return settingView
end
function M:GetIndex(seat)
local index = seat
local people_num = self._room.room_config.people_num
if people_num == 2 and seat == 2 then
index = 3
elseif people_num == 3 and seat == 3 then
index = 4
end
return index
end
function M:GetPosString(seat)
if DataManager.CurrenRoom.room_config.people_num == 4 then
if seat == 1 then
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return "", "dir_1"
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elseif seat == 2 then
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return "", "dir_2"
elseif seat == 3 then
return "西", "dir_3"
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elseif seat == 4 then
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return "", "dir_4"
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end
elseif DataManager.CurrenRoom.room_config.people_num == 3 then
if seat == 1 then
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return "", "dir_1"
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elseif seat == 2 then
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return "", "dir_2"
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elseif seat == 3 then
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return "西", "dir_3"
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end
elseif DataManager.CurrenRoom.room_config.people_num == 2 then
if seat == 1 then
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return "", "dir_1"
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elseif seat == 2 then
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return "西", "dir_3"
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end
end
end
function M:SetCardBoxPosition()
local _room = self._room
for i = 1, _room.room_config.people_num do
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local tex = self._view:GetChild("cardbox"):GetChild("direction" .. i)
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local index = _room.self_player.seat + i - 1
index = index > 4 and index - 4 or index
tex.text = self._gamectr:GetPosString(index)
end
end
function M:markOutCards(showTip, data)
for i = 1, #self._room.player_list do
local p = self._room.player_list[i]
local info = self._player_card_info[self:GetPos(p.seat)]
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-- for j = 1, #p.outcard_list do
-- local card = p.outcard_list[j]
-- if card == data then
-- for k = 1, #p.outcard_list do
-- local obj = info:GetOutCardByIndex(k)
-- if obj.data == card then
-- obj:GetController("gray").selectedIndex = showTip and 1 or 0
-- end
-- end
-- end
-- end
for j = 1, info._view_outCardList.numItems do
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local card = p.outcard_list[j]
if card == data then
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for k = 1, info._view_outCardList.numItems do
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local obj = info:GetOutCardByIndex(k)
if obj.data == card then
obj:GetController("gray").selectedIndex = showTip and 1 or 0
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end
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end
end
end
end
end
function M:OnPlayerEnter(...)
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self:PlayMJSound("user_enter.mp3")
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MainView.OnPlayerEnter(self, ...)
local arg = { ... }
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local p = arg[1]
local info = self._player_card_info[self:GetPos(p.seat)]
info:SetPlayer(p)
info:FillData()
end
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function M:OnPlayerReady(...)
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self:PlayMJSound("user_ready.mp3")
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local arg = { ... }
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local p = arg[1]
local _room = self._room
local _view = self._view
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local _player_info = self._player_info
if p.seat == _room.self_player.seat then
self._ctr_action.selectedIndex = 0
if p.entrust and self._clearingView and self._clearingView.DestroyWithCallback then
self._clearingView:DestroyWithCallback()
end
end
local info = _player_info[self:GetPos(p.seat)]
info:Ready(true)
local readyNum = self:GetReadyNum()
if readyNum == _room.room_config.people_num then
local _cardbox = _view:GetChild("cardbox")
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for i = 1, #_room.player_list do
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local p = _room.player_list[i]
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local zi, icon = self:GetPosString(p.seat)
_cardbox:GetChild("3d_direction" .. self:GetIndex(self:GetPos(p.seat))).icon = "ui://MajiangCard3d/" .. icon
_cardbox:GetChild("direction" .. self:GetIndex(self:GetPos(p.seat))).text = zi
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end
end
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if _room.banker_seat == _room.self_player.seat and readyNum == _room.room_config.people_num then
if self._state.selectedIndex == 2 then
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local _gamectr = ControllerManager.GetController(GameController)
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_gamectr:StartGame()
end
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--self._ctr_action.selectedIndex = 2
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elseif not _room.self_player.ready then
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--self._ctr_action.selectedIndex = 1
local round = DataManager.CurrenRoom.room_config.config.times or 1
local xpconfig = DataManager.CurrenRoom.room_config.config.xi_pai
if xpconfig then
if round > 1 then
self._ctr_action.selectedIndex = 1
else
self._ctr_action.selectedIndex = 2
end
else
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--江西这边没有洗牌,暂时把这个洗牌相关的准备注释了
-- self._ctr_action.selectedIndex = 1
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end
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else
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self._ctr_action.selectedIndex = 0
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end
end
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function M:OnPlayerWitnessEnter(...)
self:PlayMJSound("user_enter.mp3")
local arg = { ... }
local witnessPlayerList = arg[1]
self._room.witness_player_list = witnessPlayerList
local _room = DataManager.CurrenRoom
local viewList_witness = self._view:GetChild('comp_witness'):GetChild('list_players')
print("linemng", _room._flag_updateWitness, #_room.witness_player_list, viewList_witness.numItems)
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if viewList_witness.numItems == #_room.witness_player_list then
viewList_witness:RefreshVirtualList()
else
viewList_witness.numItems = #_room.witness_player_list
end
end
function M:OnPlayerWitnessLeave(...)
---- print("刷新托管数据=====")
local arg = { ... }
local player = arg[1]
local witnessPlayerList = self._room.witness_player_list
for i, _player in ipairs(witnessPlayerList) do
if _player.aid == player then
table.remove(witnessPlayerList, i)
break
end
end
local _room = DataManager.CurrenRoom
local viewList_witness = self._view:GetChild('comp_witness'):GetChild('list_players')
print("linemng", _room._flag_updateWitness, #_room.witness_player_list, viewList_witness.numItems)
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if viewList_witness.numItems == #_room.witness_player_list then
viewList_witness:RefreshVirtualList()
else
viewList_witness.numItems = #_room.witness_player_list
end
end
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function M:CountCardLeftNum(card)
local player_list = DataManager.CurrenRoom.player_list
local count = 4
for i = 1, #player_list do
local p = player_list[i]
if p.card_list then
for j = 1, #p.card_list do
if p.card_list[j] == card then
count = count - 1
end
end
end
for j = 1, #p.outcard_list do
if p.outcard_list[j] == card then
count = count - 1
end
end
for j = 1, #p.fz_list do
local fz = p.fz_list[j]
if fz.type == FZType.Chi then
for k = 1, #fz.opcard do
if card == fz.opcard[k] then
count = count - 1
break
end
end
else
local num = fz.type == FZType.Peng and 3 or 4
if card == fz.card then
count = count - num
end
end
end
end
return count
end
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function M:OnPlayerLeave(...)
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self:PlayMJSound("user_leave.mp3")
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MainView.OnPlayerLeave(self, ...)
local _room = self._room
if _room.banker_seat == _room.self_player.seat then
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self._ctr_action.selectedIndex = 0
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end
end
function M:PlayerChangeLineState()
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local isOutCard = true
local str = "玩家 "
for _, player in ipairs(self._room.player_list) do
if player.line_state == 0 then
isOutCard = false
-- str = str .. self._gamectr:GetPosString(player.seat) .. "、"
end
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end
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-- if not isOutCard then
-- str = str.sub(str, 1, string.len(str) - string.len("、"))
-- str = str .. " 正在赶来,请稍等"
-- if self._room.curren_round > 0 then
-- self._waitingView = ModalWaitingView.new(self._view, str)
-- end
-- else
-- if self._waitingView then
-- self._waitingView:CloseWaitingView()
-- end
-- end
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self._player_card_info[1]._area_handcard_list.touchable = isOutCard
end
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function M:NewMJPlayerCardInfoView(view, index)
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local infoView = {}
if self._room.room_config.people_num == 2 then
if index == 1 then
infoView = MJPlayerSelfCardInfoView.new(view, self, nil, "S")
elseif index == 2 then
infoView = MJPlayerCardInfoView.new(view, self, nil, "N")
end
elseif self._room.room_config.people_num == 3 then
if index == 1 then
infoView = MJPlayerSelfCardInfoView.new(view, self, nil, "S")
elseif index == 2 then
infoView = MJPlayerCardInfoView.new(view, self, nil, "E")
elseif index == 3 then
infoView = MJPlayerCardInfoView.new(view, self, nil, "N")
end
elseif self._room.room_config.people_num == 4 then
if index == 1 then
infoView = MJPlayerSelfCardInfoView.new(view, self, nil, "S")
elseif index == 2 then
infoView = MJPlayerCardInfoView.new(view, self, nil, "E")
elseif index == 3 then
infoView = MJPlayerCardInfoView.new(view, self, nil, "N")
elseif index == 4 then
infoView = MJPlayerCardInfoView.new(view, self, nil, "W")
end
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end
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return infoView
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end
function M:RemoveCursor()
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-- if self._cursor.parent then
-- self._cursor.parent:GetController("color").selectedIndex = 0
-- end
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self._cursor:RemoveFromParent()
end
function M:Destroy()
UIPackage.RemovePackage("base/main_majiang/ui/Main_Majiang")
MainView.Destroy(self)
self._cursor:Dispose()
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self._xipaiPanel:Dispose()
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end
local majiang_asset_path = "base/main_majiang/sound/"
function M:PlayMJSound(path)
ViewUtil.PlaySound(self.asset_group, majiang_asset_path .. path)
end
function M:PlayMJMusic(path)
ViewUtil.PlayMuisc(self.asset_group, majiang_asset_path .. path)
end
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function M:PlaySound(group, sex, path)
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local sex_path = ViewUtil.Sex_Chat[sex]
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local path1 = majiang_asset_path .. string.format("%s/%s.mp3", sex_path, path)
ViewUtil.PlaySound(group, path1)
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end
function M:GetPrefix()
return get_majiang_prefix(DataManager.CurrenRoom.game_id)
end
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-- 所有对家显示手牌
function M:ShowHand(msg)
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local data = msg[1]
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for _, player in pairs(data.info_list) do
local infoView = self._player_card_info[self:GetPos(player.seat)]
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if infoView.class ~= "PlayerSelfCardInfoView" then
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printlog("ShowHand", player.seat)
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table.sort(player.hand_card, self.HandCardSortAndJing)
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infoView:ShowHand(player.hand_card, self:GetPos(player.seat) == 1)
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end
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end
end
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function M:OnResult1(...)
local _room = self._room
self._popEvent = false
self:__CloseTip()
self._left_time = 0
self:UpdateCardBox(0)
self._ctr_cardbox.selectedIndex = 0
local arg = { ... }
self:ShowHand(arg)
local result = arg[1]
local liuju = result.liuju
local data = result.info_list
local niao = result.niao
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-- self:RemoveCursor()
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self._clearingView = self.EXClearingViewClass.new(self)
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coroutine.start(function()
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if liuju then
self:PlayMJSound("liuju.mp3")
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coroutine.wait(3)
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self:PlayMJSound("end_music.mp3")
else
self:PlayMJSound("end_music.mp3")
end
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coroutine.wait(0.5)
self._clearingView:Show()
self._popEvent = true
end)
if _room.curren_round ~= _room.room_config.round then
-- if #niao == 0 then self._view:GetChild("n13").visible = false end
self._clearingView:InitData(0, _room, result, nil, function(...)
for i = 1, #data do
local p = _room:GetPlayerBySeat(data[i].seat)
p.total_score = data[i].total_score
local card_info = self._player_card_info[self:GetPos(p.seat)]
local info = self._player_info[self:GetPos(p.seat)]
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--card_info:Clear()
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card_info:ResetCardType()
if _room:checkHpNonnegative() then
p.cur_hp = data[i].total_score
end
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info:UpdateScore()
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info._view:GetChild("zhanji").visible = true
local num = data[i].total_score
if num >= 0 then
info._view:GetController("text_color").selectedIndex = 0
info._view:GetChild("text_jifen").text = "+" .. num
else
info._view:GetController("text_color").selectedIndex = 1
info._view:GetChild("text_jifen").text = num
end
info._view:GetChild("mask_piao").title = ""
info._view:GetController("piao_niao").selectedIndex = 0
p.fz_list = {}
end
DataManager.CurrenRoom.self_player.card_list = {}
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--self._state.selectedIndex = 2
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self._clearingView = nil
end)
end
end
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function M:OnHuCard(...)
self._left_time = 0
self:UpdateCardBox(0)
self:__CloseTip()
self._popEvent = false
local arg = { ... }
local win_seat = arg[1]
local lose_seat = arg[2]
local win_card = arg[3]
local cards = arg[4]
local win_list = arg[5]
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local scoreData = arg[6]
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local index = self:GetPos(win_seat)
local info = self._player_card_info[index]
local player = self._room:GetPlayerBySeat(win_seat)
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-- self:RemoveCursor()
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--info:UpdateHandCard(false, false)
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info:ShowHuCard(win_card, index == 1)
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self.cHuCardEffect.selectedIndex = 1
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local loader_HuEffect = info._viewLoader_selfHuCardEffect
-- local list_HuCardEffect = nil
local list_HuCardEffect = info._viewList_HuEffect
--不走main麻将的直接读各自的胡牌区域
-- if win_seat == self._room.self_player.seat then
-- loader_HuEffect = self.loader_selfHuCardEffect
-- -- list_HuCardEffect = self.list_HuEffect
-- else
-- loader_HuEffect = self.loader_otherHuCardEffect
-- -- list_HuCardEffect = self.list_otherHuEffect
-- end
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---
local isZiMo = win_seat == lose_seat
DataManager.CurrenRoom.isZiMoHu = isZiMo
local hu_sound = isZiMo and ("zimo") or ("hu")
printlog("声音====>>>", hu_sound)
self:PlaySound(self.asset_group, player.self_user.sex, hu_sound)
local effects = isZiMo and ("tile_zimo") or ("tile_hu")
loader_HuEffect.visible = true
loader_HuEffect.url = "ui://Main_Majiang/" .. effects
loader_HuEffect:SetScale(2, 2)
loader_HuEffect:TweenScale(Vector2(1, 1), 0.3):SetEase(EaseType.QuartOut)
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self.effect_ZiMo = info._viewClip_effect_ZiMo
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self.effect_ZiMo:SetPlaySettings(0, -1, 1, -1);
self.effect_ZiMo.visible = true
self.effect_ZiMo.playing = true
self.effect_ZiMo.onPlayEnd:Set(function()
self.effect_ZiMo.visible = false
end)
coroutine.start(function()
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coroutine.wait(0.5)
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loader_HuEffect.visible = false
local Effects = {}
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--先循环一遍把杠上开花放在最前面
for i = 1, #win_list do
local HuMsg = win_list[i]
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if HuMsg.type > 2 and HuMsg.type < 60 then
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if self.HuCardImg[HuMsg.type][1] == "tile_cs_gangshanghua" then
local imgPath = "ui://Main_Majiang/tile_cs_gangshanghua"
local imgObj = list_HuCardEffect:AddItemFromPool()
local imgLoader = imgObj:GetChild("loader_img")
imgLoader.url = imgPath
imgObj.visible = false
Effects[#Effects + 1] = imgObj
table.remove(win_list, i)
break
end
end
end
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for i = 1, #win_list do
local HuMsg = win_list[i]
-- ↓↓↓先排列好特效图片
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if HuMsg.type > 2 and HuMsg.type < 60 then
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local sound_name = string.format(self.Sound_path .. "%s/%s.mp3",
ViewUtil.Sex_Chat[player.self_user.sex],
"he" .. HuMsg.type)
ViewUtil.PlaySound(self.asset_group, sound_name)
local imgList = self.HuCardImg[HuMsg.type]
for _, img in pairs(imgList) do
local imgPath = "ui://Main_Majiang/" .. img
local imgObj = list_HuCardEffect:AddItemFromPool()
local imgLoader = imgObj:GetChild("loader_img")
imgLoader.url = imgPath
imgObj.visible = false
Effects[#Effects + 1] = imgObj
end
end
end
-- ↓↓↓播放动画
for _, imgObj in pairs(Effects) do
imgObj.visible = true
local effect_xingxing = imgObj:GetChild("effect_xingxing")
effect_xingxing:SetPlaySettings(0, -1, 1, -1);
effect_xingxing.visible = true
effect_xingxing.playing = true
effect_xingxing.onPlayEnd:Set(function()
effect_xingxing.visible = false
end)
local imgLoader = imgObj:GetChild("loader_img")
imgLoader:SetScale(2, 2)
imgLoader:Center()
imgLoader:TweenScale(Vector2(1, 1), 0.3)
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coroutine.wait(0.5)
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end
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-- 扣分动画
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for _, pScore in pairs(scoreData) do
local infoView = self._player_info[self:GetPos(pScore.seat)]
infoView:UpdateScore(pScore.total_score, true)
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end
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coroutine.wait(0.5)
self._popEvent = true
list_HuCardEffect:RemoveChildrenToPool()
self.cHuCardEffect.selectedIndex = 0
end)
end
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function M:OnFangziAction(...)
self:__CloseTip()
local arg = { ... }
local _player_card_info = self._player_card_info
local fz = arg[1]
local player = arg[2]
local index = arg[3]
local info = _player_card_info[self:GetPos(player.seat)]
local loader_HuEffect = info._viewClip_Peng_Gang
local effects = ""
if fz.type == FZType.Peng then
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self:PlaySound("Main_Majiang", player.self_user.sex, "peng")
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effects = "clip_peng"
elseif fz.type == FZType.Chi then
else
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self:PlaySound("Main_Majiang", player.self_user.sex, "gang")
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effects = "clip_gang"
end
local clip = UIPackage.CreateObjectFromURL(string.format("ui://Main_Majiang/%s", effects))
clip:SetSize(loader_HuEffect.width, loader_HuEffect.height)
loader_HuEffect:AddChild(clip)
clip:SetPlaySettings(0, -1, 1, -1)
clip.onPlayEnd:Add(function()
if clip.parent then
clip.parent:RemoveChild(clip)
end
clip:Dispose()
end)
clip.playing = true
coroutine.start(function()
coroutine.wait(0.3)
self._popEvent = true
end)
self:RemoveCursor()
if (player.seat ~= fz.from_seat) then
local fs_info = _player_card_info[self:GetPos(fz.from_seat)]
fs_info:UpdateOutCardList()
end
local seat = (self._room.room_config.people_num == 2 and fz.from_seat == 2) and 2 or fz.from_seat - 1
info:UpdateFzList(fz, index, true, seat)
local getcard = fz.type == FZType.Peng or fz.type == FZType.Chi
printlog(getcard)
info:UpdateHandCard(getcard)
self:__CloseTip()
end
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function M:ShowJing()
if self._room.jing then
self.jing.visible = true
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MJPlayerCardInfoView.fillCard2(self, self.jing, "b202_", self._room.jing)
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else
self.jing.visible = false
end
end
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function M:Show()
MainView.Show(self)
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if self._room and self._room.curren_round == 0 and self._flag_showTip then
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local win = GameInfoWindow.New()
win:Show(self._room)
end
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self:PlayMJSound("game_backmusic.mp3")
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self:DoNoticeAnimation()
end
function M:DoNoticeAnimation()
self.noticeIndex = self.noticeIndex or 1
if not DataManager.GameNotice or #DataManager.GameNotice == 0 then
return
end
local text_notice = self.com_notice:GetChild("text_notice")
text_notice.text = DataManager.GameNotice[self.noticeIndex]
local speed = 44
local time = text_notice.width / speed
text_notice.x = self.com_notice.width
local tween = text_notice:TweenMove(Vector2(-text_notice.width, text_notice.y), time):OnComplete(function()
self:DoNoticeAnimation()
end)
tween:SetEase(EaseType.Linear)
self.noticeIndex = self.noticeIndex + 1
if self.noticeIndex > #DataManager.GameNotice then
self.noticeIndex = 1
end
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end
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function M.HandCardSortAndJing(a, b)
local jing = DataManager.CurrenRoom.jing
if a == jing or b == jing then
if a == b then
return a < b
end
return a == jing
else
if a < 200 then
a = a + 1000
elseif a < 300 then
a = a + 3000
elseif a < 400 then
a = a + 2000
else
a = a + 4000
end
if b < 200 then
b = b + 1000
elseif b < 300 then
b = b + 3000
elseif b < 400 then
b = b + 2000
else
b = b + 4000
end
return a < b
end
end
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return M