491 lines
16 KiB
Lua
491 lines
16 KiB
Lua
local MJPlayerCardInfoView = require("main.majiang.MJPlayerCardInfoView")
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local M = {}
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--- Create a new PlayerCardInfoView
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function M.new(view, mainView)
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local self = {}
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setmetatable(M, { __index = MJPlayerCardInfoView })
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setmetatable(self, { __index = M })
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self._view = view
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self._mainView = mainView
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self:init()
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return self
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end
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function M:init()
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MJPlayerCardInfoView.init(self)
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local CardInfo = self._view:GetChild('Text_CardInfo')
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self._viewText_cardInfo = json.decode(CardInfo.text)
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self._view_handCardList = self._view:GetChild('List_HandCard')
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self._view_FZList = self._view:GetChild('List_FZ')
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self._view_outCardList = self._view:GetChild('List_OutCard')
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self._viewBtn_getCard = self._view:GetChild('Btn_HandCard')
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self._ctr_getCard = self._view:GetController('getCard')
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end
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function M:SetMJSize(zS)
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local tempSzieConfig = {}
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tempSzieConfig.size = zS
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local filename = 'mjsize' .. DataManager.SelfUser.account_id
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Utils.SaveLocalFile(filename, json.encode(tempSzieConfig))
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--ControllerManager.OnConnect(SocketCode.TimeoutDisconnect)
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ViewManager.refreshGameView()
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end
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function M:SetPlayer(p)
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self._player = p
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end
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function M:FillData(begin)
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if (begin) then
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for i = 1, #self._player.fz_list do
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self:UpdateFzList(self._player.fz_list[i], -1)
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end
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self:UpdateOutCardList()
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else
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self._current_card_type = DataManager.CurrenRoom.card_type
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if self._current_card_type == 2 then
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local c3d = self._view:GetController('3d')
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if c3d ~= nil then
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c3d.selectedIndex = 1
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end
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else
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local c3d = self._view:GetController('3d')
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if c3d ~= nil then
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c3d.selectedIndex = 0
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end
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end
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end
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end
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function M:Clear()
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--self._ctr_state.selectedIndex = 0
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self._area_fz_list.x = self._src_fz_list.x
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self._area_fz_list.y = self._src_fz_list.y
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self._area_fz_list.width = self._src_fz_list.z
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self._area_fz_list.height = self._src_fz_list.w
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self._area_fz_list:RemoveChildren(0, -1, true)
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self._area_handcard_list:RemoveChildren(0, -1, true)
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self._area_outcard_list:RemoveChildren(0, -1, true)
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self._mask_liangpai:RemoveChildren(0, -1, true)
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end
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-- 获取麻将资源前缀
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function M:GetPrefix()
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-- local card_type = DataManager.CurrenRoom.card_type
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-- local prefix = card_type == 1 and "a" or ""
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-- return prefix
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return get_majiang_prefix(DataManager.CurrenRoom.game_id)
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end
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function M:fillCard(obj, pos_str, card, use3d)
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if DataManager.CurrenRoom.jing and card == DataManager.CurrenRoom.jing and obj:GetController('jing') then
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obj:GetController('jing').selectedIndex = 1
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end
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if self._current_card_type == 2 and (use3d == nil or use3d == true) then
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obj.icon = 'ui://MajiangCard3d/' .. 'b' .. pos_str .. card
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else
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obj.icon = 'ui://Main_Majiang/' .. self:GetPrefix() .. pos_str .. card
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end
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end
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function M:fillCard2(obj, pos_str, card)
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if DataManager.CurrenRoom.jing and card == DataManager.CurrenRoom.jing and obj:GetController('jing') then
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obj:GetController('jing').selectedIndex = 1
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end
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obj:GetChild("icon").url = 'ui://Main_Majiang/' .. pos_str .. card
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end
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function M:getBackCard(card)
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return 'ui://Main_Majiang/' .. card
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end
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function M:GetCard(btn)
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local pic_name = split(btn.icon, '/')[4]
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local lst = string.split(pic_name, '_')
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return tonumber(lst[2] or 0)
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end
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function M:UpdateHandCard(getcard, mp)
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print("==============================UpdateHandCardlingmeng", self._player.hand_left_count)
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-- MJPlayerCardInfoView.UpdateHandCard(self, getcard, mp)
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getcard = getcard or false
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mp = mp or false
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if self._view_handCardList.numItems > self._player.hand_left_count - 1 then
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for i = 1, self._view_handCardList.numItems - self._player.hand_left_count + 1 do
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self._view_handCardList:RemoveChildrenToPool()
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end
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end
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for i = 0, self._player.hand_left_count - 1 do
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if getcard and i == self._player.hand_left_count - 1 then
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self._ctr_getCard.selectedIndex = 1
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else
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if i >= self._view_handCardList.numItems then
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self._view_handCardList:AddItemFromPool()
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end
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end
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end
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end
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-- 获取麻将图片资源位置,可以在扩展中复写
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function M:GetCardPicPack()
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-- if DataManager.CurrenRoom.card_type == 2 then
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-- return "MajiangCard3d"
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-- else
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return 'Main_Majiang'
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-- end
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end
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function M:adjust3dOutPut(obj, area, oder, num, index)
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if index >= num then
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local row = 1 + math.floor(((index - num) / (num + 2)))
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local col = ((index - num) % (num + 2))
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if oder == AreaOderType.left_right then
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obj.x = obj.x + math.floor((area.width - obj.width * (num + 2)) / 2)
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elseif oder == AreaOderType.right_left then
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obj.x = obj.x - math.floor((area.width - obj.width * (num + 2)) / 2)
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elseif oder == AreaOderType.up_down then
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obj.y = obj.y + math.floor((area.height - obj.height * (num + 2)) / 2)
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obj.x = obj.x - col * 7 + 7 * (row + 1)
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elseif oder == AreaOderType.down_up then
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obj.y = obj.y - math.floor((area.height - obj.height * (num + 2)) / 2)
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obj.x = obj.x - col * 7 - 7 * (row - 1)
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end
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else
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if oder == AreaOderType.left_right then
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obj.x = obj.x + math.floor((area.width - obj.width * num) / 2)
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elseif oder == AreaOderType.right_left then
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obj.x = obj.x - math.floor((area.width - obj.width * num) / 2)
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elseif oder == AreaOderType.up_down then
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obj.y = obj.y + math.floor((area.height - obj.height * num) / 2)
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obj.x = obj.x - index * 7
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elseif oder == AreaOderType.down_up then
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obj.y = obj.y - math.floor((area.height - obj.height * num) / 2)
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obj.x = obj.x - index * 7
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end
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end
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end
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function M:UpdateOutCardList(outcard, card_item, cursor)
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print("lingmengoutpu", outcard, card_item, cursor)
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outcard = outcard or nil
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card_item = card_item or 0
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cursor = cursor or nil
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local outCardName = self._viewText_cardInfo['Out_Card']
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local outcard
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local outlist = self._player.outcard_list
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if self._view_outCardList.numItems < #outlist - 1 then
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for i = 1, #outlist - 1 do
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outcard = self._view_outCardList:AddItemFromPool()
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-- end
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self:fillCard2(outcard, outCardName, outlist[i])
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end
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end
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-- if self._viewText_cardInfo['Order'] == "desc" then
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-- outcard = self._view_handCardList:GetFromPool("ui://Main_Majiang/Comp_4_OutCard")
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-- self._view_outCardList:AddChildAt(outcard, 0)
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-- else
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outcard = self._view_outCardList:AddItemFromPool()
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-- end
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self:fillCard2(outcard, outCardName, card_item)
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end
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-- 设置添加角标的方法
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function M:SetAddFlag(cb)
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self.__addFlag = cb
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end
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-- 给麻将牌添加flag
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function M:AddFlag(index, card, btn)
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if not self.__addFlag then
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return
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end
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local str_flag = self.__addFlag(index, card, btn)
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btn:GetController('hun').selectedIndex = str_flag == '' and 0 or 1
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btn:GetChild('flag').icon = str_flag
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end
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local function getPos(my_seat, other_seat, total)
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local pos = 0
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pos = other_seat - my_seat + 1
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if pos <= 0 then
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pos = pos + total
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end
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if total ~= 4 and pos == total then
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pos = total + 1
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end
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return pos
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end
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function M:UpdateFzList(fz, index, show_card)
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local gn = 3
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if fz.type == FZType.Gang or fz.type == FZType.Gang_An or fz.type == FZType.Gang_Peng then
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gn = 4
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end
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local fz_list = self._mask_data['fz_list']
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local oder = fz_list['oder']
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local comp = fz_list['comp'] .. gn
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local card = fz_list['card']
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local card3d = ''
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local adjust3d = 0
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if self._current_card_type == 2 then
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comp = comp .. '_3d'
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oder = fz_list['oder3d']
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adjust3d = fz_list['adjust3d']
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card = fz_list['card3d']
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card3d = 'b'
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end
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local obj = UIPackage.CreateObjectFromURL('ui://Main_Majiang/' .. comp)
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-- print("============================================pengpengpeng", comp)
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local _area_fz_list = self._area_fz_list
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local _area_outcard_list = self._area_outcard_list
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if (index == -1) then
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local num = _area_fz_list.numChildren
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if (oder == AreaOderType.down_up or oder == AreaOderType.up_down) then
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_area_fz_list.height = _area_fz_list.height + obj.height
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if (oder == AreaOderType.down_up) then
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local tem1 = obj.height
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for i = 1, num do
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local tem = _area_fz_list:GetChildAt(num - i)
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tem.y = tem.y + tem1
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end
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_area_fz_list.y = _area_fz_list.y - obj.height
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else
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ViewUtil.CardPos(obj, _area_outcard_list, oder, num)
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end
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elseif (oder == AreaOderType.left_right or oder == AreaOderType.right_left) then
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_area_fz_list.width = _area_fz_list.width + obj.width
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if (oder == AreaOderType.right_left) then
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local tem1 = obj.width
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for i = 1, num do
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local tem = _area_fz_list:GetChildAt(num - i)
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tem.x = tem.x + tem1
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end
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_area_fz_list.x = _area_fz_list.x - obj.width
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else
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ViewUtil.CardPos(obj, _area_outcard_list, oder, num)
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end
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end
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_area_fz_list:AddChild(obj)
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if self._current_card_type == 2 and (oder == AreaOderType.down_up or oder == AreaOderType.up_down) then
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num = _area_fz_list.numChildren
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for i = 1, num do
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local tem = _area_fz_list:GetChildAt(i - 1)
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tem.x = adjust3d * (i - 1)
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end
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end
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else
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local obj1 = _area_fz_list:RemoveChildAt(index)
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obj1:Dispose()
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obj.xy = obj1.xy
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_area_fz_list:AddChildAt(obj, index)
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end
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-- 显示fz的牌
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local obj_show
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if show_card then
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obj_show = UIPackage.CreateObjectFromURL('ui://Main_Majiang/Fz_0_' .. gn)
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end
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for i = 1, gn do
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local _oc = obj:GetChild('card_' .. i)
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local _oc2 = nil
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if show_card then
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_oc2 = obj_show:GetChild('card_' .. i)
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end
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if (fz.type == FZType.Gang_An and i == gn) then
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if self._current_card_type == 2 then
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_oc.icon = UIPackage.GetItemURL('MajiangCard3d', card3d .. card .. '00')
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else
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_oc.icon = UIPackage.GetItemURL(self:GetCardPicPack(), card3d .. card .. '00')
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end
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if show_card then
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_oc2.icon = UIPackage.GetItemURL('Main_Majiang', '202_00')
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end
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else
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if (fz.type == FZType.Chi) then
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local index = i
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if oder == AreaOderType.right_left or oder == AreaOderType.down_up then
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index = gn - i + 1
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end
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self:fillCard(_oc, card, fz.opcard[index])
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if show_card then
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self:fillCard(_oc2, '202_', fz.opcard[index], false)
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end
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else
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self:fillCard(_oc, card, fz.card)
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if show_card then
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self:fillCard(_oc2, '202_', fz.card, false)
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end
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end
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end
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end
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obj.touchable = false
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if show_card then
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obj_show.touchable = false
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obj_show:SetPivot(0.5, 0.5, true)
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obj_show:SetScale(0.8, 0.8)
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self._mask_liangpai:AddChildAt(obj_show, 0)
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coroutine.start(
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function()
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coroutine.wait(2)
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obj_show:Dispose()
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end
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)
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end
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-- -- 标记碰牌对象
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-- local num = self._area_fz_list.numChildren
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-- if num == 0 then return end
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-- if index == -1 then
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-- -- local obj = self._area_fz_list:GetChildAt(num - 1)
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-- local pic_arrow = UIPackage.CreateObjectFromURL("ui://Main_Majiang/com_arrow")
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-- obj:AddChild(pic_arrow)
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-- pic_arrow:Center()
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-- local my_seat = self._player.seat
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-- if fz.from_seat ~= my_seat then
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-- pic_arrow:GetController("show").selectedIndex = 1
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-- pic_arrow:GetController("pos").selectedIndex = getPos(DataManager.CurrenRoom.self_player.seat, fz.from_seat, #DataManager.CurrenRoom.player_list)
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-- pic_arrow:SetPivot(0.5, 0.5)
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-- if DataManager.CurrenRoom.self_player.seat ~= self._player.seat then
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-- pic_arrow.scaleX = 0.5
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-- pic_arrow.scaleY = 0.5
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-- end
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-- end
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-- end
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end
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function M:GetOutCardByIndex(index)
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local outcard_list = self._mask_data['outcard_list']
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local oder = outcard_list['oder']
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local multi_draw_oder = 0
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if (outcard_list['multi_draw_oder']) then
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multi_draw_oder = outcard_list['multi_draw_oder']
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end
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if (oder == AreaOderType.down_up or (multi_draw_oder == 1)) then
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return self._area_outcard_list:GetChildAt(self._area_outcard_list.numChildren - index)
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else
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return self._area_outcard_list:GetChildAt(index - 1)
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end
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end
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function M:ResetFzList()
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for i = 1, #self._player.fz_list do
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local fz = self._player.fz_list[i]
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-- if fz.type ~= FZType.Gang_Peng then
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self:UpdateFzList(fz, -1)
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-- else
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-- self:UpdateFzList(fz, i)
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-- end
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end
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end
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local function replace_card(obj, prefix)
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local url = obj.icon
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if url then
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local len = string.len(url)
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local pos = string.len('ui://Main_Majiang/') + 1
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local head_char = string.sub(url, pos, pos)
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local card = string.sub(url, pos, len)
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if head_char >= 'a' then
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card = string.sub(card, 2, len)
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end
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obj.icon = 'ui://Main_Majiang/' .. prefix .. card
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end
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end
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function M:ResetCardType()
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local old_card_type = self._current_card_type
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self._current_card_type = DataManager.CurrenRoom.card_type
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--设置3d标志
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if self._current_card_type == 2 then
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local c3d = self._view:GetController('3d')
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if c3d ~= nil then
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c3d.selectedIndex = 1
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self._area_fz_list.x = self._src_fz_list_3d.x
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self._area_fz_list.y = self._src_fz_list_3d.y
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self._area_fz_list.width = self._src_fz_list_3d.z
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self._area_fz_list.height = self._src_fz_list_3d.w
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end
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else
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local c3d = self._view:GetController('3d')
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if c3d ~= nil then
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c3d.selectedIndex = 0
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self._area_fz_list.x = self._src_fz_list.x
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self._area_fz_list.y = self._src_fz_list.y
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self._area_fz_list.width = self._src_fz_list.z
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self._area_fz_list.height = self._src_fz_list.w
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end
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end
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local change2d = false
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if old_card_type == 2 and self._current_card_type ~= 2 then
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change2d = true
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end
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local change3d = false
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if old_card_type ~= 2 and self._current_card_type == 2 then
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change3d = true
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end
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if change2d == false and change3d == false and self._current_card_type ~= 2 then
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local prefix = self:GetPrefix()
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--更新已出牌
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for i = 1, self._area_outcard_list.numChildren do
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local obj = self._area_outcard_list:GetChildAt(i - 1)
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replace_card(obj, prefix)
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end
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--更新手牌
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for i = 1, self._area_handcard_list.numChildren do
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local obj = self._area_handcard_list:GetChildAt(i - 1)
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|
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
|
|
|
|
return M
|