AreaOderType = { left_right = 'left_right', right_left = 'right_left', up_down = 'up_down', down_up = 'down_up' } 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 CardView = { card = nil, -- 牌序号 card_item = 0, -- 索引 index = 0, -- 原始位置 old_postion = Vector2.zero } local function NewCardView(card, cardItem) local self = {} setmetatable(self, { __index = CardView }) self.card = card self.card_item = cardItem return self end local M = PlayerCardInfoView --- Create a new PlayerCardInfoView function M.new(view, mainView, record, direction) local self = {} setmetatable(self, { __index = M }) self._view = view self._mainView = mainView self._flag_record = record self.direction = direction self:init() return self end function M:init() local CardInfo = self._view:GetChild('Text_CardInfo') printlog("lingmeng json text", CardInfo.text) self._viewText_cardInfo = json.decode(CardInfo.text) self._view_handCardList = self._view:GetChild('List_HandCard') self._view_FZList = self._view:GetChild('List_FZ') self._view_outCardList = self._view:GetChild('List_OutCard') self._viewList_HuEffect = self._view:GetChild("list_HuEffect") self._viewLoader_selfHuCardEffect = self._view:GetChild("loader_selfHuCardEffect") self._viewClip_effect_ZiMo = self._view:GetChild("effect_ZiMo") self._viewClip_Peng_Gang = self._view:GetChild("area_clip_pg") self._view_getCard = self._view:GetChild('Btn_HandCard') self._ctr_getCard = self._view:GetController('getCard') self._ctr_record = self._view:GetController('record') if self._flag_record and self._flag_record == 1 and self._ctr_record then -- self._ctr_record.selectedIndex = self._flag_record or 0 self._view_handCardList = self._view:GetChild('List_HandCard2') self._view_getCard = self._view:GetChild('Btn_HandCard2') end if self.direction == "S" then self._view_outCardList.layout = FairyGUI.ListLayoutType.FlowHorizontal_left2right_bottom2top elseif self.direction == "N" then self._view_outCardList.layout = FairyGUI.ListLayoutType.FlowHorizontal_right2left_top2bottom elseif self.direction == "E" then self._view_outCardList.layout = FairyGUI.ListLayoutType.FlowVertical_right2left_bottom2top end end function M:SetPlayer(p) self._player = p end function M:FillData(begin) if (begin) then print("lingmengResetFzList2") pt(self._player) for i = 1, #self._player.fz_list do self:UpdateFzList(self._player.fz_list[i], -1) end self:UpdateOutCardList() else self._current_card_type = DataManager.CurrenRoom.card_type if self._current_card_type == 2 then local c3d = self._view:GetController('3d') if c3d ~= nil then c3d.selectedIndex = 1 end else local c3d = self._view:GetController('3d') if c3d ~= nil then c3d.selectedIndex = 0 end end end end function M:Clear() --self._ctr_state.selectedIndex = 0 self._view_handCardList:RemoveChildren(0, -1, true) self._view_outCardList:RemoveChildren(0, -1, true) self._view_FZList:RemoveChildren(0, -1, true) self._view_getCard:RemoveChildren(0, -1, true) if self._view:GetChild('List_HandCard2') then self._view:GetChild('List_HandCard2'):RemoveChildren(0, -1, true) end if self._view:GetChild('Btn_HandCard2') then self._view:GetChild('Btn_HandCard2'):RemoveChildren(0, -1, true) end self._viewList_HuEffect:RemoveChildren(0, -1, true) self._view_handCardList.selectedIndex = -1 self._click_index = self._view_handCardList.selectedIndex 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 else obj:GetController('jing').selectedIndex = 0 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:fillCard2(obj, pos_str, card, out) if DataManager.CurrenRoom.jing and card == DataManager.CurrenRoom.jing and obj:GetController('jing') then obj:GetController('jing').selectedIndex = 1 if obj:GetController('out') then obj:GetController('out').selectedIndex = out or 0 end else obj:GetController('jing').selectedIndex = 0 end obj:GetChild("icon").url = 'ui://Main_Majiang/' .. pos_str .. card 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) getcard = getcard or false mp = mp or false --存在back_columnGap字段则调控列表间距 if mp then if self._viewText_cardInfo['show_columnGap'] and self._view_handCardList.columnGap ~= tonumber(self._viewText_cardInfo['show_columnGap']) then self._view_handCardList.columnGap = tonumber(self._viewText_cardInfo['show_columnGap']) end if self._mainView:GetPos(self._player.seat) == 2 or self._mainView:GetPos(self._player.seat) == 3 then local tem = {} for i = (getcard and #self._player.card_list - 1 or #self._player.card_list), 1, -1 do table.insert(tem, self._player.card_list[i]) end if getcard then table.insert(tem, self._player.card_list[#self._player.card_list]) end self._player.card_list = tem end else if self._viewText_cardInfo['back_columnGap'] and self._view_handCardList.columnGap ~= tonumber(self._viewText_cardInfo['back_columnGap']) then self._view_handCardList.columnGap = tonumber(self._viewText_cardInfo['back_columnGap']) end end self._view_handCardList:RemoveChildren() self._view_getCard:RemoveChildren() local btn_card for i = 0, self._player.hand_left_count - 1 do if getcard and i == self._player.hand_left_count - 1 then btn_card = self._view_getCard:AddItemFromPool() else btn_card = self._view_handCardList:AddItemFromPool() end if mp then local tem_card = self._player.card_list[i + 1] self:FillHandCard(i, btn_card, tem_card, true) end end self._ctr_getCard.selectedIndex = getcard and 1 or 0 print("lingmenghand", self._ctr_getCard.selectedIndex, self._view_getCard.numItems, self._view_getCard.visible) end function M:UpdateHandCardWitness(getcard, isSelf) getcard = getcard or false isSelf = isSelf or false self._view_handCardList:RemoveChildren() self._view_getCard:RemoveChildren() for i = 0, self._player.hand_left_count - 1 do local btn_card if getcard and i == self._player.hand_left_count - 1 then btn_card = self._view_getCard:AddItemFromPool() else btn_card = self._view_handCardList:AddItemFromPool() end if isSelf then self:FillWitnessCard(btn_card) end end self._view_handCardList.touchable = false self._view_getCard.touchable = false self._ctr_getCard.selectedIndex = getcard and 1 or 0 end function M:FillWitnessCard(btn_card) btn_card:GetChild("icon").url = 'ui://Main_Majiang/b201_0' 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:FillHandCard(i, btn_card, tem_card, event) local handCardName = self._viewText_cardInfo['Hand_Card'] self:fillCard2(btn_card, handCardName, tem_card) local c_v = NewCardView(btn_card, tem_card) c_v.index = i c_v.old_postion = btn_card.xy c_v.touch_pos = Vector2.New(btn_card.width / 2, btn_card.height / 2) btn_card.data = c_v if event then btn_card.onTouchBegin:Set(handler(self, self.onTouchBegin)) btn_card.onTouchMove:Set(handler(self, self.onTouchMove)) btn_card.onTouchEnd:Set(handler(self, self.__OnDragEnd)) end end function M:UpdateOutCardList(outcard, card_item, cursor) outcard = outcard or nil card_item = card_item or 0 cursor = cursor or nil local outCardName = self._viewText_cardInfo['Out_Card'] local outlist = self._player.outcard_list self._view_outCardList:RemoveChildrenToPool() for i = 0, #outlist - 1 do local outcard = self._view_outCardList:AddItemFromPool() outcard.data = outlist[i + 1] self:fillCard2(outcard, outCardName, outlist[i + 1]) if cursor and i == #outlist - 1 then Timer.New(function() self._view:AddChild(cursor) -- GRoot.inst:AddChild(cursor) cursor.xy = self._view_outCardList.xy + self._view_outCardList:GlobalToLocal(outcard:LocalToGlobal(Vector2.New(outcard.width * 0.5, outcard.height * 0.4))) end, Time.deltaTime, 1, false):Start() end 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 room = DataManager.CurrenRoom -- local seat = (room.room_config.people_num == 2 and fz.from_seat == 2) and 2 or fz.from_seat - 1 local seat = ViewUtil.GetPos(room.self_player.seat, fz.from_seat or 1, room.room_config.people_num) seat = (room.room_config.people_num == 2 and seat == 2) and 2 or seat - 1 print("lingmengUpdateFzList", fz, index, show_card, seat) local FZame = self._viewText_cardInfo['FZ_Card'] index = index or 0 show_card = show_card or nil local outCard = self._view_FZList:AddItemFromPool() outCard:GetController("seat").selectedIndex = seat or 0 if fz.type == FZType.Chi then for i = 1, 3 do local FZCard = outCard:GetChild(string.format("Comp_Card%d", i)) self:fillCard2(FZCard, FZame, fz.opcard[i]) end else local ctr_Four = outCard:GetController("isFour") outCard.data = fz.card for i = 1, 3 do local FZCard = outCard:GetChild(string.format("Comp_Card%d", i)) self:fillCard2(FZCard, FZame, fz.card) end if fz.type == FZType.Peng then ctr_Four.selectedIndex = 0 else ctr_Four.selectedIndex = 1 local FZCard = outCard:GetChild(string.format("Comp_Card%d", 4)) self:fillCard2(FZCard, FZame, fz.card) if fz.type == FZType.Gang_An then outCard:GetController("not_arrow").selectedIndex = 1 self:fillCard2(FZCard, FZame, '00') if FZCard:GetController('jing') then FZCard:GetController('jing').selectedIndex = 0 end elseif fz.type == FZType.Gang_Peng then for i = 1, self._view_FZList.numItems do if self._view_FZList:GetChildAt(i - 1).data and self._view_FZList:GetChildAt(i - 1).data == fz.card then outCard:GetController("seat").selectedIndex = self._view_FZList:GetChildAt(i - 1):GetController( "seat").selectedIndex self._view_FZList:RemoveChildrenToPool(i - 1, i - 1) return end end end end end -- self:fillCard2(outcard, outCardName, card_item) 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 return self._view_outCardList:GetChildAt(index - 1) end function M:ResetFzList() for i = 1, #self._player.fz_list do print("lingmengResetFzList") pt(self._player) local fz = self._player.fz_list[i] self:UpdateFzList(fz, -1) 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 function M:ShowHand(cards) local list = self._view_handCardList local cardType = self._viewText_cardInfo["Hand_Card"] if self._viewText_cardInfo['IS_SIDE'] == "true" then self._view_handCardList:RemoveChildren() list = self._view:GetChild('List_HandCard2') cardType = self._viewText_cardInfo["Hand_Card"] end --存在show_columnGap字段则调控列表间距 if self._viewText_cardInfo['show_columnGap'] and list.columnGap ~= tonumber(self._viewText_cardInfo['show_columnGap']) then list.columnGap = tonumber(self._viewText_cardInfo['show_columnGap']) end list:RemoveChildren(0, -1, true) --list:RemoveChildren() local passcard = false if self._mainView:GetPos(self._player.seat) == 2 or self._mainView:GetPos(self._player.seat) == 3 then local tem = {} for i = #cards, 1, -1 do table.insert(tem, cards[i]) end cards = tem end for _, card in pairs(cards) do if self.winCard == cards and passcard == false then passcard = true else local obj = list:AddItemFromPool() self:fillCard2(obj, cardType, card, 1) end end end function M:ShowHuCard(card, flag_isme) self.winCard = card self._view_getCard:RemoveChildrenToPool() local list = self._view_getCard if self._viewText_cardInfo['IS_SIDE'] == "true" then list = self._view:GetChild('Btn_HandCard2') end local btn_card = list:AddItemFromPool() self._ctr_getCard.selectedIndex = 1 if flag_isme then self:fillCard2(btn_card, self._viewText_cardInfo['Out_Card'], card, 1) self._view_getCard:GetChildAt(0):GetController('showhang').selectedIndex = 1 self._view_getCard:GetChildAt(0):GetController('special_jing').selectedIndex = self._view_getCard:GetChildAt(0) :GetController('jing').selectedIndex self._view_getCard:GetChildAt(0):GetController('jing').selectedIndex = 0 else self:fillCard2(btn_card, self._viewText_cardInfo['Hand_Card'], card, 1) end end return M