间距调小
parent
f3046eb536
commit
4ecc3ce48e
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@ -23,7 +23,7 @@ local CardView = {
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local function NewCardView(card, cardItem, index_X, index_Y)
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local self = {}
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setmetatable(self, {__index = CardView})
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setmetatable(self, { __index = CardView })
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self.btn_card = card
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self.card_item = cardItem
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self.index_X = index_X
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@ -42,7 +42,7 @@ local PlayerSelfCardInfoView = {
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local M = PlayerSelfCardInfoView
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function M.new(view, mainView)
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local self = {}
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setmetatable(self, {__index = M})
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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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@ -52,7 +52,7 @@ end
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function M:init()
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local view = self._view
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self._isDrg = false
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self.card_list = {} -- 牌的btn code type pos 等等
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self.card_list = {} -- 牌的btn code type pos 等等
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self.cards_count = 0 -- 牌的总列数
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self.card_width = 87
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self.card_hight = 110
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@ -60,18 +60,17 @@ function M:init()
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self._room = DataManager.CurrenRoom
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self._area_handcard_list = view:GetChild('area_handcard_list')
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self._area_outcard_list = view:GetChild('area_outcard_list')
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-- self._bgview = view:GetController("bgview")
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-- self._bgview = view:GetController("bgview")
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self._area_fz_list = view:GetChild('area_fz_list')
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self._area_qipai_list = view:GetChild('windcard_list')
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self._mask_liangpai = view:GetChild('mask_liangpai')
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UIPackage.AddPackage('base/main_zipai/ui/Main_RunBeard')
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self.ctr_piao = self._view:GetController('piao')
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self.ctr_niao = self._view:GetController('niao')
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self.ctr_niao = self._view:GetController('niao')
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self.ctr_piao_value = self._view:GetController('piaovalue')
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self:BtnEvent()
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self:BtnEvent()
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end
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function M:ShwoDaNiao(niao)
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self.ctr_niao.selectedIndex = 1
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end
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@ -81,50 +80,45 @@ function M:HideDaNiao(niao)
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end
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function M:ShowPiao(piao)
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self:UpdateIsOnClick(true)
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self:UpdateIsOnClick(true)
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self.ctr_niao.selectedIndex = piao
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-- self:EnableAllPiaoTouch()
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-- self:EnableAllPiaoTouch()
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end
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function M:HidePiao()
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self.ctr_niao.selectedIndex = 0
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end
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function M:BtnEvent()
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self.btn_tips = self._view:GetChild('btn_tips')
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local function click_niao1(vaule)
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local closeNiaoTipsFunc=function ()
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self.ctr_niao.selectedIndex = 0
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end
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ControllerManager.GetController(GameController):SendNiao(1,closeNiaoTipsFunc)
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local closeNiaoTipsFunc = function()
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self.ctr_niao.selectedIndex = 0
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end
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ControllerManager.GetController(GameController):SendNiao(1, closeNiaoTipsFunc)
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end
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local function click_niao0(vaule)
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local closeNiaoTipsFunc=function ()
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self.ctr_niao.selectedIndex = 0
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end
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ControllerManager.GetController(GameController):SendNiao(0,closeNiaoTipsFunc)
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local closeNiaoTipsFunc = function()
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self.ctr_niao.selectedIndex = 0
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end
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ControllerManager.GetController(GameController):SendNiao(0, closeNiaoTipsFunc)
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end
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local btn_budaniao = self._view:GetChild("budaniao")
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btn_budaniao.onClick:Set(click_niao0)
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local btn_daniao = self._view:GetChild("daniao")
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local btn_daniao = self._view:GetChild("daniao")
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btn_daniao.onClick:Set(click_niao1)
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end
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function M:EnableAllPiaoTouch()
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for i=1,#self.PiaoList do
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self.PiaoList[i].touchable=true
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end
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for i = 1, #self.PiaoList do
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self.PiaoList[i].touchable = true
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end
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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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@ -135,7 +129,7 @@ end
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function M:Clear()
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self.outcard_button = nil
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self._area_outcard_list:RemoveChildren(0, -1, true)
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-- self._bgview.selectedIndex = 0
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-- self._bgview.selectedIndex = 0
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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_qipai_list:RemoveChildren(0, -1, true)
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@ -145,6 +139,7 @@ end
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function M:fillCard(obj, card_type, cards)
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end
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function M:ShowHuTip(card)
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if DataManager.CurrenRoom == nil or DataManager.CurrenRoom.self_player == nil then
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local x = {}
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@ -173,14 +168,13 @@ function M:ShowHuTip(card)
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end
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end
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function M:SetNotPutCard()
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local tempNotPutList=DataManager.CurrenRoom.self_player.currentNotPutCardList
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if tempNotPutList and #tempNotPutList>0 then
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for i=1,#tempNotPutList do
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self:UpdateKan(tempNotPutList[i])
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end
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end
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local tempNotPutList = DataManager.CurrenRoom.self_player.currentNotPutCardList
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if tempNotPutList and #tempNotPutList > 0 then
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for i = 1, #tempNotPutList do
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self:UpdateKan(tempNotPutList[i])
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end
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end
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end
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--手牌
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@ -207,58 +201,58 @@ function M:InitHandCard(isPlayAni, index)
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if isPlayAni == true then
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self.cor_init_poker =
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coroutine.start(
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function()
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self._mainView._popEvent = false
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if self._mainView._rightPanelView._settingView ~= nil then
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self._mainView._rightPanelView._settingView:SetBtnUpdateCardEnable(false)
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end
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for i = 1, #pokerList do
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local pokerListNum = 0
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for j = 1, #pokerList[i] do
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local card_code = pokerList[i][j]
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local btn_card = UIPackage.CreateObjectFromURL('ui://Main_RunBeard/Btn_Card')
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btn_card:GetChild('icon').icon = self:getCardItem('ui://Main_RunBeard/201_', card_code)
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btn_card:GetChild('icon'):SetScale(self:getCardSize(), self:getCardSize())
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btn_card:GetChild('n6'):SetScale(self:getCardSize(), self:getCardSize())
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self.card_width = 95 * self:getCardSize()
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self.card_hight = 123 * self:getCardSize()
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local x, y = 500, (j * 85) - 500
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btn_card:SetXY(x, y)
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self._area_handcard_list:AddChild(btn_card)
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self._area_handcard_list:SetChildIndex(btn_card, 5 - j)
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local card_view = NewCardView(btn_card, card_code, i, j)
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--存牌堆
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self.card_list[#self.card_list + 1] = card_view
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btn_card.data = card_view
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btn_card.onTouchBegin:Set(handler(self, self.onTouchBegin))
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btn_card.onTouchMove:Set(handler(self, self.onTouchMove))
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btn_card.onTouchEnd:Set(handler(self, self.__OnDragEnd))
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function()
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self._mainView._popEvent = false
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if self._mainView._rightPanelView._settingView ~= nil then
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self._mainView._rightPanelView._settingView:SetBtnUpdateCardEnable(false)
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end
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for j = #self.card_list, 1, -1 do
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coroutine.wait(0.005)
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if pokerListNum == #pokerList[i] then
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break
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for i = 1, #pokerList do
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local pokerListNum = 0
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for j = 1, #pokerList[i] do
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local card_code = pokerList[i][j]
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local btn_card = UIPackage.CreateObjectFromURL('ui://Main_RunBeard/Btn_Card')
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btn_card:GetChild('icon').icon = self:getCardItem('ui://Main_RunBeard/201_', card_code)
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btn_card:GetChild('icon'):SetScale(self:getCardSize(), self:getCardSize())
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btn_card:GetChild('n6'):SetScale(self:getCardSize(), self:getCardSize())
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self.card_width = 95 * self:getCardSize()
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self.card_hight = 123 * self:getCardSize()
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local x, y = 500, (j * 85) - 500
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btn_card:SetXY(x, y)
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self._area_handcard_list:AddChild(btn_card)
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self._area_handcard_list:SetChildIndex(btn_card, 5 - j)
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local card_view = NewCardView(btn_card, card_code, i, j)
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--存牌堆
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self.card_list[#self.card_list + 1] = card_view
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btn_card.data = card_view
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btn_card.onTouchBegin:Set(handler(self, self.onTouchBegin))
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btn_card.onTouchMove:Set(handler(self, self.onTouchMove))
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btn_card.onTouchEnd:Set(handler(self, self.__OnDragEnd))
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end
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pokerListNum = pokerListNum + 1
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local card_view = self.card_list[j]
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card_view.btn_card:RemoveFromParent()
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self._area_handcard_list:AddChild(card_view.btn_card)
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card_view.btn_card:TweenMove(self:GetHandCardPos(card_view, self.cards_count), 0.08)
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for j = #self.card_list, 1, -1 do
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coroutine.wait(0.005)
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if pokerListNum == #pokerList[i] then
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break
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end
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pokerListNum = pokerListNum + 1
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local card_view = self.card_list[j]
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card_view.btn_card:RemoveFromParent()
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self._area_handcard_list:AddChild(card_view.btn_card)
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card_view.btn_card:TweenMove(self:GetHandCardPos(card_view, self.cards_count), 0.08)
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end
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end
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self:UpdateHandCardsPos()
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self._mainView._popEvent = true
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self:UpdateIsOnClick(true)
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if self._mainView._rightPanelView._settingView ~= nil then
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coroutine.start(
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function()
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coroutine.wait(1)
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self._mainView._rightPanelView._settingView:SetBtnUpdateCardEnable(true)
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end
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)
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end
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end
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self:UpdateHandCardsPos()
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self._mainView._popEvent = true
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self:UpdateIsOnClick(true)
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if self._mainView._rightPanelView._settingView ~= nil then
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coroutine.start(
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function()
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coroutine.wait(1)
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self._mainView._rightPanelView._settingView:SetBtnUpdateCardEnable(true)
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end
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)
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end
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end
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)
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)
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else
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--没有发牌动画
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for i = 1, #pokerList do
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@ -296,11 +290,9 @@ function M:InitHandCard(isPlayAni, index)
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self:UpdateHandCardsPos()
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end
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self:SetNotPutCard()
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self:SetNotPutCard()
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end
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--更新手牌
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function M:UpdateHandCards(list)
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self.card_list = {}
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@ -341,7 +333,7 @@ function M:UpdateHandCards(list)
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end
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end
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end
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self:SetNotPutCard()
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self:SetNotPutCard()
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end
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-- 禁所有手牌
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@ -399,6 +391,7 @@ function M:ChuPaiTiShi()
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self._view:GetController('chupai').selectedIndex = 0
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end
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end
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-- 删手牌
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function M:DeleteHandCard(carditem)
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local card = nil
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@ -441,6 +434,7 @@ function M:DeleteHandCard(carditem)
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end
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self:UpdateHandCardsPos()
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end
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--更新手牌的坎
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function M:UpdateKan(card)
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for i = 1, #self.card_list do
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@ -485,6 +479,7 @@ function M:UpdateCardDisplay()
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card_view.btn_card:TweenMove(self:GetHandCardPos(card_view, #CountCards), 0.3)
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end
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end
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--更新手牌大小
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function M:UpdateCardSize()
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local CountCards = {}
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@ -618,8 +613,8 @@ function M:__OnDragEnd(context)
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if card_view ~= nil then
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if
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button.x + button.width / 2 > card_view.old_postion.x and
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button.x + button.width / 2 < (card_view.old_postion.x + button.width)
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then
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button.x + button.width / 2 < (card_view.old_postion.x + button.width)
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then
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if card ~= card_view and #CountCards[i] < 4 and card.index_X ~= card_view.index_X then
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MoveCardPos = i
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MoveCardY = #CountCards[i] + 1
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@ -633,16 +628,16 @@ function M:__OnDragEnd(context)
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-- local MoveCardY = 0
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if
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button.x + button.width / 2 > card.old_postion.x and
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button.x + button.width / 2 < (card.old_postion.x + button.width)
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then
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button.x + button.width / 2 < (card.old_postion.x + button.width)
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then
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if #CountCards[card.index_X] > 1 then
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for i = 1, #CountCards[card.index_X] do
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local _cv = CountCards[card.index_X][i]
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if _cv ~= card then
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if
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button.y + button.height / 2 > _cv.btn_card.y and
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button.y + button.height / 2 < (_cv.btn_card.y + button.height)
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then
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button.y + button.height / 2 < (_cv.btn_card.y + button.height)
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then
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--向下移動
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if ((button.y + button.height / 2) + 20) > (card.old_postion.y + button.height) then
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--向上移動
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@ -762,7 +757,7 @@ end
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--计算手牌位置
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function M:GetHandCardPos(cards_view, cards)
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local x, y = 0, 0
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local card_width = self.card_width -- 牌的宽度
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local card_width = self.card_width - 5 -- 牌的宽度
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local middle_x = self._area_handcard_list.width / 2
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local start_x = middle_x - (cards / 2 * (card_width))
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x = start_x + (card_width) * (cards_view.index_X - 1)
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@ -856,8 +851,9 @@ end
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function M:ClearOutCard()
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self._area_outcard_list:RemoveChildren(0, -1, true)
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-- self._bgview.selectedIndex = 0
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-- self._bgview.selectedIndex = 0
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end
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--出牌
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function M:UpdateOutCardList(outcard)
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self._area_outcard_list:RemoveChildren(0, -1, true)
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@ -869,7 +865,7 @@ function M:UpdateOutCardList(outcard)
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end
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outcards.x, outcards.y = 0, 0
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self._area_outcard_list:AddChild(outcards)
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-- self._bgview.selectedIndex = 1
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-- self._bgview.selectedIndex = 1
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end
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--弃牌
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@ -887,12 +883,11 @@ function M:PlayingOutCardAnima(card)
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if (self._area_outcard_list ~= nil and self._area_outcard_list.numChildren > 0) then
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self._area_outcard_list:GetChildAt(0):GetChild('icon').icon = self:getCardItem('ui://Main_RunBeard/202_', card)
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self._view:GetTransition('t0'):Play()
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end
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coroutine.start(
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function()
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coroutine.wait(0.1)
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-- self._bgview.selectedIndex = 1
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-- self._bgview.selectedIndex = 1
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self:ClearOutCard()
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end
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)
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@ -906,6 +901,7 @@ function M:getCardItem(card_1, card_2)
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return card_1 .. '6_' .. card_2
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end
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end
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--得到设置的牌大小
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function M:getCardSize()
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if self._room.change_card_size ~= nil then
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