小局结算分添加名称显示

master
罗家炜 2025-04-16 17:32:15 +08:00
parent 55783d5fa7
commit e08a22afdc
6 changed files with 631 additions and 207 deletions

View File

@ -112,19 +112,20 @@ function M:InitView(url, isHideIpAdds)
self:FillRoomConfig(roominfo_panel1, _room) self:FillRoomConfig(roominfo_panel1, _room)
-- 显示玩家距离 -- 显示玩家距离
self.btn_distance = self._view:GetChild('btn_distance') -- self.btn_distance = self._view:GetChild('btn_distance')
--self.btn_distance.displayObject.gameObject:SetActive(false) --self.btn_distance.displayObject.gameObject:SetActive(false)
if self.btn_distance then if self.btn_distance then
self.btn_distance.onClick:Add(function() self.btn_distance.onClick:Add(function()
if self._room.self_player.seat == 0 then if self._room.self_player.seat == 0 then
return return
end end
self.distance_view = PlayerDistanceView.new(false, self._gps_style, function(v) -- ------lingmeng-----暂时去除gps位置判定
self:continue_game(v) -- self.distance_view = PlayerDistanceView.new(false, self._gps_style, function(v)
end) -- self:continue_game(v)
self.distance_view._view:GetController("state").selectedIndex = self._state.selectedIndex > 0 and -- end)
self._state.selectedIndex < 3 and 1 or 0 -- self.distance_view._view:GetController("state").selectedIndex = self._state.selectedIndex > 0 and
self.distance_view:Show() -- self._state.selectedIndex < 3 and 1 or 0
-- self.distance_view:Show()
end) end)
end end
@ -781,15 +782,16 @@ function M:OnPlayerEnter(...)
if self._room.self_player.seat == 0 then if self._room.self_player.seat == 0 then
return return
end end
if self.distance_view then -- ------lingmeng-----暂时去除gps位置判定
self.distance_view:Destroy() -- if self.distance_view then
end -- self.distance_view:Destroy()
self.distance_view = PlayerDistanceView.new(true, self._gps_style, function(v) -- end
self:continue_game(v) -- self.distance_view = PlayerDistanceView.new(true, self._gps_style, function(v)
end) -- self:continue_game(v)
self.distance_view._view:GetController("state").selectedIndex = self._state.selectedIndex > 0 and -- end)
self._state.selectedIndex < 3 and 1 or 0 -- self.distance_view._view:GetController("state").selectedIndex = self._state.selectedIndex > 0 and
self.distance_view:Show() -- self._state.selectedIndex < 3 and 1 or 0
-- self.distance_view:Show()
if self.btn_distance then if self.btn_distance then
self.btn_distance:GetController("state").selectedIndex = 1 self.btn_distance:GetController("state").selectedIndex = 1
end end
@ -1118,13 +1120,14 @@ function M:Show()
if self._room.self_player.seat == 0 then if self._room.self_player.seat == 0 then
return return
end end
self.distance_view = PlayerDistanceView.new(true, self._gps_style, function(v) -- ------lingmeng-----暂时去除gps位置判定
self:continue_game(v) -- self.distance_view = PlayerDistanceView.new(true, self._gps_style, function(v)
end) -- self:continue_game(v)
self.distance_view._view:GetController("state").selectedIndex = self._state.selectedIndex > 0 and -- end)
self._state.selectedIndex < 3 and 1 or 0 -- self.distance_view._view:GetController("state").selectedIndex = self._state.selectedIndex > 0 and
self.distance_view:Show() -- self._state.selectedIndex < 3 and 1 or 0
self.btn_distance:GetController("state").selectedIndex = 1 -- self.distance_view:Show()
-- self.btn_distance:GetController("state").selectedIndex = 1
end end
end end

View File

@ -116,20 +116,20 @@ function M:fillResult0(room, peopleNum, result)
for j = 1, fzInfoNum do for j = 1, fzInfoNum do
if fzCardInfo[j].type == FZType.Peng then if fzCardInfo[j].type == FZType.Peng then
local item = allCardsList:AddItemFromPool("ui://Main_Majiang/Comp_FZ_3") local item = allCardsList:AddItemFromPool("ui://Main_Majiang/Comp_Clearing_FZ_3")
for l = 1, 3 do for l = 1, 3 do
local card = item:GetChild(string.format("Btn_Card%d", l)) local card = item:GetChild(string.format("Btn_Card%d", l))
card.icon = string.format("ui://Main_Majiang/%s202_%d", self:GetPrefix(), fzCardInfo[j].card) card.icon = string.format("ui://Main_Majiang/%s202_%d", self:GetPrefix(), fzCardInfo[j].card)
end end
elseif fzCardInfo[j].type == FZType.Chi then elseif fzCardInfo[j].type == FZType.Chi then
local item = allCardsList:AddItemFromPool("ui://Main_Majiang/Comp_FZ_3") local item = allCardsList:AddItemFromPool("ui://Main_Majiang/Comp_Clearing_FZ_3")
for l = 1, 3 do for l = 1, 3 do
local card = item:GetChild(string.format("Btn_Card%d", l)) local card = item:GetChild(string.format("Btn_Card%d", l))
card.icon = string.format("ui://Main_Majiang/%s202_%d", self:GetPrefix(), fzCardInfo[j].opcard card.icon = string.format("ui://Main_Majiang/%s202_%d", self:GetPrefix(), fzCardInfo[j].opcard
[l]) [l])
end end
elseif fzCardInfo[j].type == FZType.Gang or fzCardInfo[j].type == FZType.Gang_An or fzCardInfo[j].type == FZType.Gang_Peng then elseif fzCardInfo[j].type == FZType.Gang or fzCardInfo[j].type == FZType.Gang_An or fzCardInfo[j].type == FZType.Gang_Peng then
local item = allCardsList:AddItemFromPool("ui://Main_Majiang/Comp_FZ_4") local item = allCardsList:AddItemFromPool("ui://Main_Majiang/Comp_Clearing_FZ_4")
for l = 1, 4 do for l = 1, 4 do
local card = item:GetChild(string.format("Btn_Card%d", l)) local card = item:GetChild(string.format("Btn_Card%d", l))
if fzCardInfo[j].type == FZType.Gang_An and j == 4 then if fzCardInfo[j].type == FZType.Gang_An and j == 4 then

View File

@ -913,7 +913,11 @@ end
function M:UpdateCardBox(seat) function M:UpdateCardBox(seat)
local index = seat local index = seat
self._ctr_cardbox.selectedIndex = index - 1 if self._room.room_config.people_num == 2 then
self._ctr_cardbox.selectedIndex = index
else
self._ctr_cardbox.selectedIndex = index - 1
end
end end
----------------------------------------------------------- -----------------------------------------------------------

View File

@ -60,7 +60,7 @@ function M:UpdateHandCard(getcard, mp)
print("====================================UpdateHandCard3") print("====================================UpdateHandCard3")
local card_list = DataManager.CurrenRoom.self_player.card_list local card_list = DataManager.CurrenRoom.self_player.card_list
self:ShowHuTip(card_list) -- self:ShowHuTip(card_list)
if getcard then if getcard then
self._out_card = true self._out_card = true
local card_list = membe_clone(DataManager.CurrenRoom.self_player.card_list) local card_list = membe_clone(DataManager.CurrenRoom.self_player.card_list)
@ -133,7 +133,7 @@ function M:__OnClickHandCard(context)
end end
if self._out_card then if self._out_card then
self:ShowHuTip(card_list) -- self:ShowHuTip(card_list)
end end
-- 标记出牌 -- 标记出牌
@ -155,7 +155,7 @@ end
function M:__OnDragStart(card) function M:__OnDragStart(card)
local card_list = membe_clone(DataManager.CurrenRoom.self_player.card_list) local card_list = membe_clone(DataManager.CurrenRoom.self_player.card_list)
list_remove(card_list, card) list_remove(card_list, card)
self:ShowHuTip(card_list) -- self:ShowHuTip(card_list)
end end
function M:__OnDragEnd(context) function M:__OnDragEnd(context)

View File

@ -1,196 +1,101 @@
local MJPlayerSelfCardInfoView = require("main.majiang.MJPlayerSelfCardInfoView") AreaOderType = {
local MJPlayerCardInfoView = require("main.majiang.MJPlayerCardInfoView") left_right = 'left_right',
local CardCheck = import(".CardCheck") right_left = 'right_left',
up_down = 'up_down',
down_up = 'down_up'
}
local M = {} local PlayerCardInfoView = {
-- _view = nil,
_mainView = nil,
_mask_liangpai = nil,
_mask_data = nil,
_area_handcard_list = nil,
_src_fz_list = nil,
_current_card_type = -1
}
local M = PlayerCardInfoView
--- Create a new PlayerCardInfoView
function M.new(view, mainView) function M.new(view, mainView)
setmetatable(MJPlayerSelfCardInfoView, { __index = MJPlayerCardInfoView }) local self = {}
setmetatable(M, { __index = MJPlayerSelfCardInfoView }) setmetatable(self, { __index = M })
local self = setmetatable({}, { __index = M })
self.class = "PlayerSelfCardInfoView"
self._view = view self._view = view
self._mainView = mainView self._mainView = mainView
self:init() self:init()
return self return self
end end
function M:ShowHuTip(card_list) function M:init()
printlog("ShowHuTip") local view = self._view
local tingList = CardCheck.MuiltiplteCaculateTingPai(card_list, true, DataManager.CurrenRoom.room_config.Qidui, local _area_mask = view:GetChild('area_mask')
DataManager.CurrenRoom.room_config.Laizi) local mask = _area_mask.text
pt(tingList)
if #tingList > 0 then self._mask_data = json.decode(mask)
if DataManager.CurrenRoom.laiziInfo and #DataManager.CurrenRoom.laiziInfo > 0 then self._area_handcard_list = view:GetChild('area_handcard_list')
for i = 1, #DataManager.CurrenRoom.laiziInfo do
if IsHasDictionary(DataManager.CurrenRoom.laiziInfo[i], tingList) == false then self._area_fz_list = view:GetChild('area_fz_list')
table.insert(tingList, DataManager.CurrenRoom.laiziInfo[i]) self._area_outcard_list = view:GetChild('area_outcard_list')
end self._src_fz_list =
end Vector4(self._area_fz_list.x, self._area_fz_list.y, self._area_fz_list.width, self._area_fz_list.height)
end local c3d = self._view:GetController('3d')
if c3d ~= nil then
c3d.selectedIndex = 1
end
self._src_fz_list_3d =
Vector4(self._area_fz_list.x, self._area_fz_list.y, self._area_fz_list.width, self._area_fz_list.height)
local c3d = self._view:GetController('3d')
if c3d ~= nil then
c3d.selectedIndex = 0
end
self._mask_liangpai = view:GetChild('mask_liangpai')
local _gamectr = ControllerManager.GetController(GameController)
if _gamectr then
_gamectr:AddEventListener(GameEvent.MJModifySzie, handler(self, self.SetMJSize))
end end
self._mainView._hu_tip:FillData(tingList)
end end
function M:UpdateHandCard(getcard, mp) function M:SetMJSize(zS)
print("====================================UpdateHandCard1", mp) local tempSzieConfig = {}
MJPlayerSelfCardInfoView.UpdateHandCard(self, getcard, mp) tempSzieConfig.size = zS
local _carViewList = self._carViewList local filename = 'mjsize' .. DataManager.SelfUser.account_id
Utils.SaveLocalFile(filename, json.encode(tempSzieConfig))
if DataManager.CurrenRoom.laiziInfo and #self._carViewList > 0 then --ControllerManager.OnConnect(SocketCode.TimeoutDisconnect)
for i = 1, #self._carViewList do ViewManager.refreshGameView()
local obj = self._carViewList[i] end
if obj and obj.card then
if IsHasDictionary(obj.card_item, DataManager.CurrenRoom.laiziInfo) then
if obj.card.GetController then
if obj.card:GetController("laizi") then
obj.card:GetController("laizi").selectedIndex = 1
end
end
else
if obj.card.GetController then
if obj.card:GetController("laizi") then
obj.card:GetController("laizi").selectedIndex = 0
end
end
end
end
end
end
print("====================================UpdateHandCard3") function M:SetPlayer(p)
local card_list = DataManager.CurrenRoom.self_player.card_list self._player = p
-- self:ShowHuTip(card_list) end
if getcard then
self._out_card = true function M:FillData(begin)
local card_list = membe_clone(DataManager.CurrenRoom.self_player.card_list) if (begin) then
-- 记录需要标记听牌提示的牌 for i = 1, #self._player.fz_list do
local lst_mark = {} self:UpdateFzList(self._player.fz_list[i], -1)
local total_num = 0
for i = 1, #_carViewList do
local btn = _carViewList[i].card
local card = self:GetCard(btn)
list_remove(card_list, card)
local tingList = CardCheck.MuiltiplteCaculateTingPai(card_list, true,
DataManager.CurrenRoom.room_config.Qidui, DataManager.CurrenRoom.room_config.Laizi)
if #tingList > 0 then
local count = 0
for j = 1, #tingList do
count = count + self._mainView:CountCardLeftNum(tingList[j])
end
local tem = {}
tem.item = btn
tem.count = count
total_num = total_num + count
table.insert(lst_mark, tem)
end
table.insert(card_list, card)
end
table.sort(lst_mark, function(a, b)
return a.count > b.count
end)
-- 如果几张牌的可胡牌数一致,也只显示'三角',可胡牌数不一致才显示'多'
local all_same = #lst_mark ~= 0 and lst_mark[1].count == total_num / #lst_mark or false
for i = 1, #lst_mark do
local tem = lst_mark[i]
if all_same or tem.count < lst_mark[1].count then
tem.item:GetController("mark_ting").selectedIndex = 1
else
tem.item:GetController("mark_ting").selectedIndex = 2
end
end end
self:UpdateOutCardList()
else else
for i = 1, #_carViewList do self._current_card_type = DataManager.CurrenRoom.card_type
local btn = _carViewList[i].card
if btn:GetController("mark_ting").selectedIndex ~= 0 then if self._current_card_type == 2 then
btn:GetController("mark_ting").selectedIndex = 0 local c3d = self._view:GetController('3d')
if c3d ~= nil then
c3d.selectedIndex = 1
end end
end
self._out_card = false
end
end
function M:__OnClickHandCard(context)
-- print("==========================__OnClickHandCard")
local button = context.sender
local _carViewList = self._carViewList
local refresh = true
local card_list = {}
for i = 1, #_carViewList do
local btn = _carViewList[i].card
local card = self:GetCard(btn)
if btn ~= button and btn.selected == true then
if button.data.card_item == card then
refresh = false
else
self._mainView:markOutCards(false, card)
end
btn.selected = false
end
if not btn.selected then
table.insert(card_list, card)
end
end
if self._out_card then
-- self:ShowHuTip(card_list)
end
-- 标记出牌
if refresh then
if button.selected then
self._mainView:markOutCards(true, button.data.card_item)
else else
self._mainView:markOutCards(false, button.data.card_item) local c3d = self._view:GetController('3d')
if c3d ~= nil then
c3d.selectedIndex = 0
end
end end
end end
local _room = DataManager.CurrenRoom
if not button.selected and _room.curren_outcard_seat == _room.self_player.seat then
local card = button.data
self._mainView:OutCard(card.card_item)
end
end end
function M:__OnDragStart(card) function M:Clear()
local card_list = membe_clone(DataManager.CurrenRoom.self_player.card_list)
list_remove(card_list, card)
-- self:ShowHuTip(card_list)
end
function M:__OnDragEnd(context)
if self.outcard_button then
self.outcard_button:Dispose()
self.outcard_button = nil
end
local button = context.sender
--button:RemoveFromParent()
local card = button.data
local _room = DataManager.CurrenRoom
-- -- print("button.y"..button.y .. "_room.curren_outcard_seat".._room.curren_outcard_seat)
if (button.y - card.old_postion.y < -50 and _room.curren_outcard_seat == _room.self_player.seat and card.card_item ~= 0) then
self._mainView:OutCard(card.card_item)
button.touchable = false
self.outcard_button = button
else
self._area_handcard_list:AddChildAt(button, card.index)
button:TweenMove(card.old_postion, 0.2)
end
end
function M:CheckPlayerOnlineState()
local room = DataManager.CurrenRoom
for i = 1, #room.player_list do
if room.player_list[i].line_state == 0 then
return false
end
end
return true
end
function M:Clear(bskip)
--self._ctr_state.selectedIndex = 0 --self._ctr_state.selectedIndex = 0
self._area_fz_list.x = self._src_fz_list.x self._area_fz_list.x = self._src_fz_list.x
self._area_fz_list.y = self._src_fz_list.y self._area_fz_list.y = self._src_fz_list.y
@ -200,14 +105,526 @@ function M:Clear(bskip)
self._area_fz_list:RemoveChildren(0, -1, true) self._area_fz_list:RemoveChildren(0, -1, true)
self._area_handcard_list:RemoveChildren(0, -1, true) self._area_handcard_list:RemoveChildren(0, -1, true)
self._area_outcard_list:RemoveChildren(0, -1, true) self._area_outcard_list:RemoveChildren(0, -1, true)
if bskip == nil or bskip == false then self._mask_liangpai:RemoveChildren(0, -1, true)
self._mask_liangpai:RemoveChildren(0, -1, true) end
-- 获取麻将资源前缀
function M:GetPrefix()
-- local card_type = DataManager.CurrenRoom.card_type
-- local prefix = card_type == 1 and "a" or ""
-- return prefix
return get_majiang_prefix(DataManager.CurrenRoom.game_id)
end
function M:fillCard(obj, pos_str, card, use3d)
if DataManager.CurrenRoom.jing and card == DataManager.CurrenRoom.jing and obj:GetController('jing') then
obj:GetController('jing').selectedIndex = 1
end
if self._current_card_type == 2 and (use3d == nil or use3d == true) then
obj.icon = 'ui://MajiangCard3d/' .. 'b' .. pos_str .. card
else
obj.icon = 'ui://Main_Majiang/' .. self:GetPrefix() .. pos_str .. card
end
end
function M:getBackCard(card)
return 'ui://Main_Majiang/' .. card
end
function M:GetCard(btn)
local pic_name = split(btn.icon, '/')[4]
local lst = string.split(pic_name, '_')
return tonumber(lst[2] or 0)
end
function M:UpdateHandCard(getcard, mp)
print("====================================UpdateHandCard4")
getcard = getcard or false
mp = mp or false
local handcard_list = self._mask_data['handcard_list']
local oder = handcard_list['oder']
local _player = self._player
-- -- print(vardump(self._player))
self._area_handcard_list:RemoveChildren(0, -1, true)
-- -- print(vardump(_player.card_list))
if (not mp) then
local comp_back = handcard_list['comp_back']
if self._current_card_type == 2 then
comp_back = comp_back .. '_3d'
end
for i = 0, _player.hand_left_count - 1 do
local obj = UIPackage.CreateObjectFromURL(self:getBackCard(comp_back))
local _room = DataManager.CurrenRoom
local people_num = _room.room_config.people_num
local pos = ViewUtil.GetPos(_room.self_player.seat, _player.seat, people_num)
local gap = (pos == 3 and people_num == 4 or pos == 2 and people_num == 2) and 15 or 45
local offset = getcard and (i == _player.hand_left_count - 1 and gap or 0)
-- local offset = getcard and (i == _player.hand_left_count - 1 and 15 or 0)
ViewUtil.CardPos(obj, self._area_handcard_list, oder, i, offset)
--改变左右两边的手牌的x值
if self._current_card_type == 2 and (oder == AreaOderType.down_up or oder == AreaOderType.up_down) then
obj.x = i * -7.0
end
if (oder == AreaOderType.down_up) then
self._area_handcard_list:AddChildAt(obj, 0)
else
self._area_handcard_list:AddChild(obj)
end
end
else
local outcard_list = self._mask_data['outcard_list']
local comp = handcard_list['comp']
local card = outcard_list['card']
---- print("comp"..comp)
-- -- print(vardump(_player.card_list))
if self._current_card_type == 2 then
comp = comp .. '_3d'
end
for i = 0, #_player.card_list - 1 do
local obj = UIPackage.CreateObject('Main_Majiang', comp)
self:fillCard(obj, card, _player.card_list[i + 1])
-- obj.icon = UIPackage.GetItemURL("Main_Majiang", card .. _player.card_list[i+1])
local offset = getcard and (i == _player.hand_left_count - 1 and 0 or 0)
ViewUtil.CardPos(obj, self._area_handcard_list, oder, i, offset)
--改变左右两边的手牌的x值
if self._current_card_type == 2 and (oder == AreaOderType.down_up or oder == AreaOderType.up_down) then
obj.x = i * -7
end
if (oder == AreaOderType.down_up) then
self._area_handcard_list:AddChildAt(obj, 0)
else
self._area_handcard_list:AddChild(obj)
end
end
end
end
-- 获取麻将图片资源位置,可以在扩展中复写
function M:GetCardPicPack()
-- if DataManager.CurrenRoom.card_type == 2 then
-- return "MajiangCard3d"
-- else
return 'Main_Majiang'
-- end
end
function M:adjust3dOutPut(obj, area, oder, num, index)
if index >= num then
local row = 1 + math.floor(((index - num) / (num + 2)))
local col = ((index - num) % (num + 2))
if oder == AreaOderType.left_right then
obj.x = obj.x + math.floor((area.width - obj.width * (num + 2)) / 2)
elseif oder == AreaOderType.right_left then
obj.x = obj.x - math.floor((area.width - obj.width * (num + 2)) / 2)
elseif oder == AreaOderType.up_down then
obj.y = obj.y + math.floor((area.height - obj.height * (num + 2)) / 2)
obj.x = obj.x - col * 7 + 7 * (row + 1)
elseif oder == AreaOderType.down_up then
obj.y = obj.y - math.floor((area.height - obj.height * (num + 2)) / 2)
obj.x = obj.x - col * 7 - 7 * (row - 1)
end
else
if oder == AreaOderType.left_right then
obj.x = obj.x + math.floor((area.width - obj.width * num) / 2)
elseif oder == AreaOderType.right_left then
obj.x = obj.x - math.floor((area.width - obj.width * num) / 2)
elseif oder == AreaOderType.up_down then
obj.y = obj.y + math.floor((area.height - obj.height * num) / 2)
obj.x = obj.x - index * 7
elseif oder == AreaOderType.down_up then
obj.y = obj.y - math.floor((area.height - obj.height * num) / 2)
obj.x = obj.x - index * 7
end
end
end
function M:UpdateOutCardList(outcard, card_item, cursor)
outcard = outcard or nil
card_item = card_item or 0
cursor = cursor or nil
local outlist = self._player.outcard_list
if (outcard) then
outcard:SetPivot(0.5, 0.5, true)
outcard.touchable = false
-- outcard.icon = "ui://Main_Majiang/" .. self:GetPrefix() .. "202_" .. card_item
outcard.icon = string.format('ui://%s/%s202_%s', self:GetCardPicPack(), self:GetPrefix(), card_item)
self._mask_liangpai:AddChild(outcard)
end end
for i = 1, #self._carViewList do local outcard_list = self._mask_data['outcard_list']
self._carViewList[i].card:Dispose() local oder = outcard_list['oder']
local comp = outcard_list['comp']
local card = outcard_list['card']
local multi_oder = outcard_list['multi_oder']
local num = outcard_list['num']
local multi_draw_oder = 0
local sortStart = 0
local sortType = 0
local sortStep = 0
if (outcard_list['multi_draw_oder']) then
multi_draw_oder = outcard_list['multi_draw_oder']
end
if self._current_card_type == 2 then
comp = comp .. '_3d'
num = outcard_list['num3d']
multi_oder = outcard_list['multi_oder3d']
sortType = outcard_list['sorting_order3d']
card = outcard_list['card3d']
if sortType == 1 then
sortStart = 1
sortStep = 1
elseif sortType == -1 then
sortStart = #outlist
sortStep = -1
end
end
local obj = nil
self._area_outcard_list:RemoveChildren(0, -1, true)
for i = 0, #outlist - 1 do
obj = UIPackage.CreateObjectFromURL('ui://Main_Majiang/' .. comp)
local row = math.floor(i / num)
local col = math.floor(i % num)
if self._current_card_type == 2 then
if i >= num then
row = 1 + math.floor(((i - num) / (num + 2)))
col = ((i - num) % (num + 2))
end
end
if DataManager.CurrenRoom.room_config.people_num == 2 then
ViewUtil.CardPos(obj, self._area_outcard_list, oder, col, nil, nil, -6)
ViewUtil.CardPos(obj, self._area_outcard_list, multi_oder, row, nil, nil, -12)
elseif DataManager.CurrenRoom.room_config.people_num == 4 then
ViewUtil.CardPos(obj, self._area_outcard_list, oder, col, nil, nil, -6)
ViewUtil.CardPos(obj, self._area_outcard_list, multi_oder, row, nil, nil, -12)
else
ViewUtil.CardPos(obj, self._area_outcard_list, oder, col)
ViewUtil.CardPos(obj, self._area_outcard_list, multi_oder, row)
end
if self._current_card_type == 2 then
self:adjust3dOutPut(obj, self._area_outcard_list, oder, num, i)
end
self:fillCard(obj, card, outlist[i + 1])
-- 添加角标
self:AddFlag(i + 1, outlist[i], obj)
-- obj.icon = "ui://Main_Majiang/"..card .. outlist[i+1]
sortStart = sortStart + sortStep
obj.sortingOrder = sortStart
obj.data = outlist[i + 1]
if (oder == AreaOderType.down_up or (multi_draw_oder == 1)) then
self._area_outcard_list:AddChildAt(obj, 0)
else
self._area_outcard_list:AddChild(obj)
end
end
if (obj and cursor) then
cursor.xy = Vector2(obj.width / 2, obj.height / 2)
obj:AddChild(cursor)
obj:GetController('color').selectedIndex = 1
end
end
-- 设置添加角标的方法
function M:SetAddFlag(cb)
self.__addFlag = cb
end
-- 给麻将牌添加flag
function M:AddFlag(index, card, btn)
if not self.__addFlag then
return
end
local str_flag = self.__addFlag(index, card, btn)
btn:GetController('hun').selectedIndex = str_flag == '' and 0 or 1
btn:GetChild('flag').icon = str_flag
end
local function getPos(my_seat, other_seat, total)
local pos = 0
pos = other_seat - my_seat + 1
if pos <= 0 then
pos = pos + total
end
if total ~= 4 and pos == total then
pos = total + 1
end
return pos
end
function M:UpdateFzList(fz, index, show_card)
local gn = 3
if fz.type == FZType.Gang or fz.type == FZType.Gang_An or fz.type == FZType.Gang_Peng then
gn = 4
end
local fz_list = self._mask_data['fz_list']
local oder = fz_list['oder']
local comp = fz_list['comp'] .. gn
local card = fz_list['card']
local card3d = ''
local adjust3d = 0
if self._current_card_type == 2 then
comp = comp .. '_3d'
oder = fz_list['oder3d']
adjust3d = fz_list['adjust3d']
card = fz_list['card3d']
card3d = 'b'
end
local obj = UIPackage.CreateObjectFromURL('ui://Main_Majiang/' .. comp)
-- print("============================================pengpengpeng", comp)
local _area_fz_list = self._area_fz_list
local _area_outcard_list = self._area_outcard_list
if (index == -1) then
local num = _area_fz_list.numChildren
if (oder == AreaOderType.down_up or oder == AreaOderType.up_down) then
_area_fz_list.height = _area_fz_list.height + obj.height
if (oder == AreaOderType.down_up) then
local tem1 = obj.height
for i = 1, num do
local tem = _area_fz_list:GetChildAt(num - i)
tem.y = tem.y + tem1
end
_area_fz_list.y = _area_fz_list.y - obj.height
else
ViewUtil.CardPos(obj, _area_outcard_list, oder, num)
end
elseif (oder == AreaOderType.left_right or oder == AreaOderType.right_left) then
_area_fz_list.width = _area_fz_list.width + obj.width
if (oder == AreaOderType.right_left) then
local tem1 = obj.width
for i = 1, num do
local tem = _area_fz_list:GetChildAt(num - i)
tem.x = tem.x + tem1
end
_area_fz_list.x = _area_fz_list.x - obj.width
else
ViewUtil.CardPos(obj, _area_outcard_list, oder, num)
end
end
_area_fz_list:AddChild(obj)
if self._current_card_type == 2 and (oder == AreaOderType.down_up or oder == AreaOderType.up_down) then
num = _area_fz_list.numChildren
for i = 1, num do
local tem = _area_fz_list:GetChildAt(i - 1)
tem.x = adjust3d * (i - 1)
end
end
else
local obj1 = _area_fz_list:RemoveChildAt(index)
obj1:Dispose()
obj.xy = obj1.xy
_area_fz_list:AddChildAt(obj, index)
end
-- 显示fz的牌
local obj_show
if show_card then
obj_show = UIPackage.CreateObjectFromURL('ui://Main_Majiang/Fz_0_' .. gn)
end
for i = 1, gn do
local _oc = obj:GetChild('card_' .. i)
local _oc2 = nil
if show_card then
_oc2 = obj_show:GetChild('card_' .. i)
end
if (fz.type == FZType.Gang_An and i == gn) then
if self._current_card_type == 2 then
_oc.icon = UIPackage.GetItemURL('MajiangCard3d', card3d .. card .. '00')
else
_oc.icon = UIPackage.GetItemURL(self:GetCardPicPack(), card3d .. card .. '00')
end
if show_card then
_oc2.icon = UIPackage.GetItemURL('Main_Majiang', '202_00')
end
else
if (fz.type == FZType.Chi) then
local index = i
if oder == AreaOderType.right_left or oder == AreaOderType.down_up then
index = gn - i + 1
end
self:fillCard(_oc, card, fz.opcard[index])
if show_card then
self:fillCard(_oc2, '202_', fz.opcard[index], false)
end
else
self:fillCard(_oc, card, fz.card)
if show_card then
self:fillCard(_oc2, '202_', fz.card, false)
end
end
end
end
obj.touchable = false
if show_card then
obj_show.touchable = false
obj_show:SetPivot(0.5, 0.5, true)
obj_show:SetScale(0.8, 0.8)
self._mask_liangpai:AddChildAt(obj_show, 0)
coroutine.start(
function()
coroutine.wait(2)
obj_show:Dispose()
end
)
end
-- -- 标记碰牌对象
-- local num = self._area_fz_list.numChildren
-- if num == 0 then return end
-- if index == -1 then
-- -- local obj = self._area_fz_list:GetChildAt(num - 1)
-- local pic_arrow = UIPackage.CreateObjectFromURL("ui://Main_Majiang/com_arrow")
-- obj:AddChild(pic_arrow)
-- pic_arrow:Center()
-- local my_seat = self._player.seat
-- if fz.from_seat ~= my_seat then
-- pic_arrow:GetController("show").selectedIndex = 1
-- pic_arrow:GetController("pos").selectedIndex = getPos(DataManager.CurrenRoom.self_player.seat, fz.from_seat, #DataManager.CurrenRoom.player_list)
-- pic_arrow:SetPivot(0.5, 0.5)
-- if DataManager.CurrenRoom.self_player.seat ~= self._player.seat then
-- pic_arrow.scaleX = 0.5
-- pic_arrow.scaleY = 0.5
-- end
-- end
-- end
end
function M:GetOutCardByIndex(index)
local outcard_list = self._mask_data['outcard_list']
local oder = outcard_list['oder']
local multi_draw_oder = 0
if (outcard_list['multi_draw_oder']) then
multi_draw_oder = outcard_list['multi_draw_oder']
end
if (oder == AreaOderType.down_up or (multi_draw_oder == 1)) then
return self._area_outcard_list:GetChildAt(self._area_outcard_list.numChildren - index)
else
return self._area_outcard_list:GetChildAt(index - 1)
end
end
function M:ResetFzList()
for i = 1, #self._player.fz_list do
local fz = self._player.fz_list[i]
-- if fz.type ~= FZType.Gang_Peng then
self:UpdateFzList(fz, -1)
-- else
-- self:UpdateFzList(fz, i)
-- end
end
end
local function replace_card(obj, prefix)
local url = obj.icon
if url then
local len = string.len(url)
local pos = string.len('ui://Main_Majiang/') + 1
local head_char = string.sub(url, pos, pos)
local card = string.sub(url, pos, len)
if head_char >= 'a' then
card = string.sub(card, 2, len)
end
obj.icon = 'ui://Main_Majiang/' .. prefix .. card
end
end
function M:ResetCardType()
local old_card_type = self._current_card_type
self._current_card_type = DataManager.CurrenRoom.card_type
--设置3d标志
if self._current_card_type == 2 then
local c3d = self._view:GetController('3d')
if c3d ~= nil then
c3d.selectedIndex = 1
self._area_fz_list.x = self._src_fz_list_3d.x
self._area_fz_list.y = self._src_fz_list_3d.y
self._area_fz_list.width = self._src_fz_list_3d.z
self._area_fz_list.height = self._src_fz_list_3d.w
end
else
local c3d = self._view:GetController('3d')
if c3d ~= nil then
c3d.selectedIndex = 0
self._area_fz_list.x = self._src_fz_list.x
self._area_fz_list.y = self._src_fz_list.y
self._area_fz_list.width = self._src_fz_list.z
self._area_fz_list.height = self._src_fz_list.w
end
end
local change2d = false
if old_card_type == 2 and self._current_card_type ~= 2 then
change2d = true
end
local change3d = false
if old_card_type ~= 2 and self._current_card_type == 2 then
change3d = true
end
if change2d == false and change3d == false and self._current_card_type ~= 2 then
local prefix = self:GetPrefix()
--更新已出牌
for i = 1, self._area_outcard_list.numChildren do
local obj = self._area_outcard_list:GetChildAt(i - 1)
replace_card(obj, prefix)
end
--更新手牌
for i = 1, self._area_handcard_list.numChildren do
local obj = self._area_handcard_list:GetChildAt(i - 1)
replace_card(obj, prefix)
end
--更新放子牌
for i = 1, self._area_fz_list.numChildren do
local com = self._area_fz_list:GetChildAt(i - 1)
for j = 1, 4 do
local obj = com:GetChild('card_' .. j)
if obj then
replace_card(obj, prefix)
end
end
end
end end
self._carViewList = {}
end end
return M return M