588 lines
19 KiB
Lua
588 lines
19 KiB
Lua
local MJPlayerCardInfoView = import(".MJPlayerCardInfoView")
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local MJPlayerSelfCardInfoView = import(".MJPlayerSelfCardInfoView")
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local TableBG = require("Game.Data.TableBG")
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local MJSettingView = import(".MJSettingViewNew")
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local MJMainRightPanelView = import(".MJMainRightPanelView")
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local MJCheckG = import('.MJCheckG')
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local bg_config = {
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{ id = 1, url = "base/main_majiang/bg/bg1", thumb = "ui://Main_Majiang/b01" },
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{ id = 2, url = "base/main_majiang/bg/bg2", thumb = "ui://Main_Majiang/b02" },
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{ id = 3, url = "base/main_majiang/bg/bg3", thumb = "ui://Main_Majiang/b03" }
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}
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local M = {}
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setmetatable(M, { __index = MainView })
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local default_bg = 1
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function M:InitView(url, use_custom_bg, custom_bg_config)
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-- 加载牌型数据
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if not DataManager.CardTypeList then
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local json_data = Utils.LoadLocalFile("CardTypeData")
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if json_data then
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DataManager.CardTypeList = json.decode(json_data)
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else
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DataManager.CardTypeList = {}
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end
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end
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self._room.card_type = DataManager.CardTypeList[tostring(self._room.game_id)] or 1
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UIPackage.AddPackage("base/main_majiang/ui/Main_Majiang")
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MainView.InitView(self, url)
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local _view = self._view
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self._cursor = UIPackage.CreateObjectFromURL("ui://Main_Majiang/Ani_play_bj")
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bg_config = custom_bg_config == nil and bg_config or custom_bg_config
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if use_custom_bg then
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TableBG.LoadTableBG(default_bg, self._room.game_id, self._root_view, bg_config)
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end
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local _room = self._room
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local _cardbox = _view:GetChild("cardbox")
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self._zhuanpanCtr = _cardbox:GetController("zuozi")
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-- self._ctr_cardbox = _cardbox:GetController("c1")
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-- self._tex_leftTime = _cardbox:GetChild("tex_leftnum")
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local centerBox = _view:GetChild("Comp_ConterBox")
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self._ctr_cardbox = centerBox:GetController("seat")
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self._tex_leftTime = centerBox:GetChild("Text_Time")
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if self._room.card_type == 2 then
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self:Change3d(true)
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else
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self:Change3d(false)
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end
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local rightpanel = self._view:GetChild("com_roominfo")
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if self._rightPanelView ~= nil then
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self._rightPanelView:Destroy()
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end
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self._rightPanelView = MJMainRightPanelView.new(self, rightpanel)
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--local tempdsaf=self._view:GetChild("btn_back_jiesan")
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--tempdsaf:GetChild("n3").displayObject.gameObject:SetActive(false)
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---- print("2222222222222222222222")
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---- print(self._view:GetChild("btn_back_jiesan").displayObject.gameObject.name)
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--self._view:GetChild("btn_back_jiesan").displayObject.gameObject:SetActive(false)
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--local temp111=self._view:GetChild("btn_back_jiesan").displayObject.gameObject
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--temp111:SetActive(false)
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self._view:GetChild("btn_back_jiesan").onClick:Set(function()
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if self.dismiss_room_cd_time > 0 then
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ViewUtil.ErrorTip(nil, "您还处于解散冷却时间当中,请稍后重试!")
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else
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local _gamectr = ControllerManager.GetController(GameController)
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_gamectr:AskDismissRoom()
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end
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end)
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self._tex_LeftCard = _view:GetChild("remaining_card")
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self._player_card_info = {}
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local _player_card_info = self._player_card_info
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for i = 1, _room.room_config.people_num do
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local tem = _view:GetChild("player_card_info" .. i)
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print("====================================", "player_card_info" .. i, tem)
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pt(_view)
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_player_card_info[i] = self:NewMJPlayerCardInfoView(tem, i)
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end
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local list = _room.player_list
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for i = 1, #list do
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local p = list[i]
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local info = _player_card_info[self:GetPos(p.seat)]
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info:SetPlayer(p)
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info:FillData()
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end
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local list = _room.player_list
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local readyNum = 0
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for i = 1, #list do
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local p = list[i]
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if p.ready then readyNum = readyNum + 1 end
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end
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for i = 1, #_room.player_list do
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local p = _room.player_list[i]
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local zi, icon = self:GetPosString(p.seat)
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if self._room.card_type == 2 then
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_cardbox:GetChild("3d_direction" .. self:GetIndex(self:GetPos(p.seat))).icon = "ui://MajiangCard3d/" .. icon
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end
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_cardbox:GetChild("direction" .. self:GetIndex(self:GetPos(p.seat))).text = zi
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end
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self._ctr_action = _view:GetController("action")
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if _room.banker_seat == _room.self_player.seat and readyNum == _room.room_config.people_num then
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--self._ctr_action.selectedIndex = 2
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elseif not _room.self_player.ready then
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local round = DataManager.CurrenRoom.room_config.config.times or 1
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local xpconfig = DataManager.CurrenRoom.room_config.config.xi_pai
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if xpconfig then
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if round > 1 then
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self._ctr_action.selectedIndex = 1
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else
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self._ctr_action.selectedIndex = 2
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end
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else
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self._ctr_action.selectedIndex = 1
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end
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else
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self._ctr_action.selectedIndex = 0
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end
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local changeTable = self._view:GetChild('btn_change')
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if changeTable then
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changeTable.onClick:Set(function()
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default_bg = default_bg + 1 > #bg_config and 1 or default_bg + 1
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TableBG.LoadTableBG(default_bg, self._room.game_id, self._root_view, bg_config)
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end)
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end
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local checkG = self._view:GetChild('btn_check')
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if checkG then
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checkG.onClick:Set(function()
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local checkG = MJCheckG.new()
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checkG:Show()
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end)
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end
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local viewList_witness = self._view:GetChild('comp_witness'):GetChild('list_players')
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viewList_witness:SetVirtual()
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viewList_witness.itemRenderer = function(index, obj)
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obj:GetChild('title').text = _room.witness_player_list[index + 1].nick
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ImageLoad.Load(_room.witness_player_list[index + 1].portrait, obj:GetChild('btn_head')._iconObject)
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end
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local btn_witness = self._view:GetChild('btn_pangGuang')
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if btn_witness then
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btn_witness.onClick:Set(function()
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if _room._flag_updateWitness then
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print("linemng", _room._flag_updateWitness, #_room.witness_player_list, viewList_witness.numItems)
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_room._flag_updateWitness = false
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if viewList_witness.numItems == #_room.witness_player_list then
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viewList_witness:RefreshVirtualList()
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else
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viewList_witness.numItems = #_room.witness_player_list
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end
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end
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self._view:GetController('witness').selectedIndex = 1
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end)
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end
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self:InitXiPai()
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self:InitXiPai1()
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end
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function M:InitXiPai()
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self._xipaiPanel = UIPackage.CreateObjectFromURL("ui://Common/panel_handanim")
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self._xipaiPanel.visible = false
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self._root_view:AddChild(self._xipaiPanel)
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local offset = get_offset(self._full_offset)
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self._xipaiPanel.width = GRoot.inst.width - (offset * 2)
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self._xipaiPanel.height = GRoot.inst.height
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self._xipaiPanel.x = offset
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self._handAnimCtr = self._xipaiPanel:GetController("anim")
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self._handAnimCtr.selectedIndex = 0
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--self:PlayXiPai()
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end
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function M:InitXiPai1()
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self._xipaiPanel1 = UIPackage.CreateObjectFromURL("ui://Common/panel_handanim02")
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self._xipaiPanel1.visible = false
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self._root_view:AddChild(self._xipaiPanel1)
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local offset = get_offset(self._full_offset)
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self._xipaiPanel1.width = GRoot.inst.width - (offset * 2)
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self._xipaiPanel1.height = GRoot.inst.height
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self._xipaiPanel1.x = offset
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self._handAnimCtr1 = self._xipaiPanel1:GetController("anim1")
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self._handAnimCtr1.selectedIndex = 0
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end
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function M:PlayXiPai(xipaiCallBack)
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if self._xipaiPanel then
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coroutine.start(function()
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self._xipaiPanel.visible = true
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self._xipaiPanel:GetTransition("XiPai"):Play()
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self._handAnimCtr.selectedIndex = 1
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coroutine.wait(3)
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self._handAnimCtr.selectedIndex = 0
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self._xipaiPanel.visible = false
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if xipaiCallBack then
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xipaiCallBack()
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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:PlayXiPai1(xipaiCallBack)
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if self._xipaiPanel1 then
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coroutine.start(function()
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self._xipaiPanel1.visible = true
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self._xipaiPanel1:GetTransition("XiPai"):Play()
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self._handAnimCtr1.selectedIndex = 1
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coroutine.wait(3)
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self._handAnimCtr1.selectedIndex = 0
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self._xipaiPanel1.visible = false
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if xipaiCallBack then
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xipaiCallBack()
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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:EventInit()
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MainView.EventInit(self)
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end
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function M:Change3d(flag)
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local _room = self._room
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local _view = self._view
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local _cardbox = _view:GetChild("cardbox")
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for i = 1, #_room.player_list do
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local p = _room.player_list[i]
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local zi, icon = self:GetPosString(p.seat)
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if self._room.card_type == 2 then
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_cardbox:GetChild("3d_direction" .. self:GetIndex(self:GetPos(p.seat))).icon = "ui://MajiangCard3d/" .. icon
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end
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_cardbox:GetChild("direction" .. self:GetIndex(self:GetPos(p.seat))).text = zi
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end
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-- 如果要切换3d牌桌的cardbox位置及上方文字(剩余牌,回合数)显示不错乱,需要做以下改动
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-- 取消文字组合的3d控制器的位置, 并设置对cardbox的关联,左左,顶顶
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if flag == true then
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if _view:GetController("3d") ~= nil then
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_view:GetController("3d").selectedIndex = 1
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_cardbox.x = (_view.width - _cardbox.width) * 0.5
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end
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_cardbox:GetController("3d").selectedIndex = 1
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_cardbox.x = (_view.width - _cardbox.width) * 0.5
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else
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if _view:GetController("3d") ~= nil then
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_view:GetController("3d").selectedIndex = 0
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_cardbox.x = (_view.width - _cardbox.width) * 0.5
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end
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_cardbox:GetController("3d").selectedIndex = 0
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_cardbox.x = (_view.width - _cardbox.width) * 0.5
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end
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end
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-- function M:NewSettingView()
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-- local settingView = MJSettingView.new(self._root_view)
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-- settingView:FillBgSection(function(url)
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-- LoadGameBg(url, self._root_view)
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-- end, self._room.game_id, default_bg)
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-- settingView.onChangeCardCallback:Add(function()
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-- self:Change3d(DataManager.CurrenRoom.card_type == 2)
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-- self:ReloadRoom()
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-- for i = 1, #self._room.player_list do
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-- local p = self._room.player_list[i]
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-- local card_info = self._player_card_info[self:GetPos(p.seat)]
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-- card_info:ResetCardType()
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-- end
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-- end)
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-- settingView.onEXVoiceCallback:Add(function()
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-- end)
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-- settingView.onEXChuPaiCallback:Add(function()
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-- end)
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-- return settingView
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-- end
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function M:NewSettingView()
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local settingView = MJSettingView.new(self._root_view)
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-- settingView._view:GetChild("btn_card_1").icon = pack_full_name .. "com_card_preview"
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-- local gear = settingView._view:GetChild("panel_bg"):GetGear(0)
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-- gear.pages = {"0", "1", "2"}
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-- gear:Apply()
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-- settingView.Change3d = function() end
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settingView:FillBgSection(function(url, index)
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LoadGameBg(url, self._root_view)
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self._zhuanpanCtr.selectedIndex = index - 1
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end, self._room.game_id, 1, bg_config)
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settingView.onChangeCardCallback:Add(function()
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self:RemoveCursor()
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for i = 1, #self._room.player_list do
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local p = self._room.player_list[i]
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local card_info = self._player_card_info[self:GetPos(p.seat)]
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card_info:Clear(true)
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card_info:ResetCardType()
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end
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self:Change3d(DataManager.CurrenRoom.card_type == 2)
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self:ReloadRoom(true)
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end)
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return settingView
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end
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function M:GetIndex(seat)
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local index = seat
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local people_num = self._room.room_config.people_num
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if people_num == 2 and seat == 2 then
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index = 3
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elseif people_num == 3 and seat == 3 then
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index = 4
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end
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return index
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end
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function M:GetPosString(seat)
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if DataManager.CurrenRoom.room_config.people_num == 4 then
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if seat == 1 then
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return "东", "dir_1"
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elseif seat == 2 then
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return "南", "dir_2"
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elseif seat == 3 then
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return "西", "dir_3"
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elseif seat == 4 then
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return "北", "dir_4"
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end
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elseif DataManager.CurrenRoom.room_config.people_num == 3 then
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if seat == 1 then
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return "东", "dir_1"
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elseif seat == 2 then
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return "南", "dir_2"
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elseif seat == 3 then
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return "西", "dir_3"
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end
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elseif DataManager.CurrenRoom.room_config.people_num == 2 then
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if seat == 1 then
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return "东", "dir_1"
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elseif seat == 2 then
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return "西", "dir_3"
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end
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end
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end
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function M:SetCardBoxPosition()
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local _room = self._room
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for i = 1, _room.room_config.people_num do
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local tex = self._view:GetChild("cardbox"):GetChild("direction" .. i)
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local index = _room.self_player.seat + i - 1
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index = index > 4 and index - 4 or index
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tex.text = self._gamectr:GetPosString(index)
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end
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end
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function M:markOutCards(showTip, data)
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for i = 1, #self._room.player_list do
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local p = self._room.player_list[i]
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local info = self._player_card_info[self:GetPos(p.seat)]
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for j = 1, #p.outcard_list do
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local card = p.outcard_list[j]
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if card == data then
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for k = 1, #p.outcard_list do
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local obj = info:GetOutCardByIndex(k)
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if obj.data == card then
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obj:GetController("gray").selectedIndex = showTip and 1 or 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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end
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end
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function M:OnPlayerEnter(...)
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MainView.OnPlayerEnter(self, ...)
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local arg = { ... }
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local p = arg[1]
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local info = self._player_card_info[self:GetPos(p.seat)]
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info:SetPlayer(p)
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info:FillData()
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end
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function M:OnPlayerReady(...)
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local arg = { ... }
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local p = arg[1]
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local _room = self._room
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local _view = self._view
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local _player_info = self._player_info
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if p.seat == _room.self_player.seat then
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self._ctr_action.selectedIndex = 0
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if p.entrust and self._clearingView and self._clearingView.DestroyWithCallback then
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self._clearingView:DestroyWithCallback()
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end
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end
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local info = _player_info[self:GetPos(p.seat)]
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info:Ready(true)
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local readyNum = self:GetReadyNum()
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if readyNum == _room.room_config.people_num then
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local _cardbox = _view:GetChild("cardbox")
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for i = 1, #_room.player_list do
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local p = _room.player_list[i]
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local zi, icon = self:GetPosString(p.seat)
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_cardbox:GetChild("3d_direction" .. self:GetIndex(self:GetPos(p.seat))).icon = "ui://MajiangCard3d/" .. icon
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_cardbox:GetChild("direction" .. self:GetIndex(self:GetPos(p.seat))).text = zi
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end
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end
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if _room.banker_seat == _room.self_player.seat and readyNum == _room.room_config.people_num then
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if self._state.selectedIndex == 2 then
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local _gamectr = ControllerManager.GetController(GameController)
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_gamectr:StartGame()
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end
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--self._ctr_action.selectedIndex = 2
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elseif not _room.self_player.ready then
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--self._ctr_action.selectedIndex = 1
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local round = DataManager.CurrenRoom.room_config.config.times or 1
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local xpconfig = DataManager.CurrenRoom.room_config.config.xi_pai
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if xpconfig then
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if round > 1 then
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self._ctr_action.selectedIndex = 1
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else
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self._ctr_action.selectedIndex = 2
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end
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else
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self._ctr_action.selectedIndex = 1
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end
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else
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self._ctr_action.selectedIndex = 0
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end
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end
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function M:CountCardLeftNum(card)
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local player_list = DataManager.CurrenRoom.player_list
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local count = 4
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for i = 1, #player_list do
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local p = player_list[i]
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if p.card_list then
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for j = 1, #p.card_list do
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if p.card_list[j] == card then
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count = count - 1
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end
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end
|
||
end
|
||
for j = 1, #p.outcard_list do
|
||
if p.outcard_list[j] == card then
|
||
count = count - 1
|
||
end
|
||
end
|
||
for j = 1, #p.fz_list do
|
||
local fz = p.fz_list[j]
|
||
if fz.type == FZType.Chi then
|
||
for k = 1, #fz.opcard do
|
||
if card == fz.opcard[k] then
|
||
count = count - 1
|
||
break
|
||
end
|
||
end
|
||
else
|
||
local num = fz.type == FZType.Peng and 3 or 4
|
||
if card == fz.card then
|
||
count = count - num
|
||
end
|
||
end
|
||
end
|
||
end
|
||
return count
|
||
end
|
||
|
||
function M:OnPlayerLeave(...)
|
||
MainView.OnPlayerLeave(self, ...)
|
||
local _room = self._room
|
||
if _room.banker_seat == _room.self_player.seat then
|
||
self._ctr_action.selectedIndex = 0
|
||
end
|
||
end
|
||
|
||
function M:PlayerChangeLineState()
|
||
local isOutCard = true
|
||
local str = "玩家 "
|
||
for _, player in ipairs(self._room.player_list) do
|
||
if player.line_state == 0 then
|
||
isOutCard = false
|
||
-- str = str .. self._gamectr:GetPosString(player.seat) .. "、"
|
||
end
|
||
end
|
||
-- if not isOutCard then
|
||
-- str = str.sub(str, 1, string.len(str) - string.len("、"))
|
||
-- str = str .. " 正在赶来,请稍等"
|
||
-- if self._room.curren_round > 0 then
|
||
-- self._waitingView = ModalWaitingView.new(self._view, str)
|
||
-- end
|
||
-- else
|
||
-- if self._waitingView then
|
||
-- self._waitingView:CloseWaitingView()
|
||
-- end
|
||
-- end
|
||
self._player_card_info[1]._area_handcard_list.touchable = isOutCard
|
||
end
|
||
|
||
function M:NewMJPlayerCardInfoView(view, index)
|
||
if index == 1 then
|
||
return MJPlayerSelfCardInfoView.new(view, self)
|
||
end
|
||
return MJPlayerCardInfoView.new(view, self)
|
||
end
|
||
|
||
function M:RemoveCursor()
|
||
-- if self._cursor.parent then
|
||
-- self._cursor.parent:GetController("color").selectedIndex = 0
|
||
-- end
|
||
self._cursor:RemoveFromParent()
|
||
end
|
||
|
||
function M:Destroy()
|
||
UIPackage.RemovePackage("base/main_majiang/ui/Main_Majiang")
|
||
MainView.Destroy(self)
|
||
self._cursor:Dispose()
|
||
self._xipaiPanel:Dispose()
|
||
end
|
||
|
||
local majiang_asset_path = "base/main_majiang/sound/"
|
||
function M:PlayMJSound(path)
|
||
ViewUtil.PlaySound(self.asset_group, majiang_asset_path .. path)
|
||
end
|
||
|
||
function M:PlayMJMusic(path)
|
||
ViewUtil.PlayMuisc(self.asset_group, majiang_asset_path .. path)
|
||
end
|
||
|
||
function M:PlaySound(group, sex, path)
|
||
local sex_path = ViewUtil.Sex_Chat[sex]
|
||
local path1 = majiang_asset_path .. string.format("%s/%s.mp3", sex_path, path)
|
||
ViewUtil.PlaySound(group, path1)
|
||
end
|
||
|
||
function M:GetPrefix()
|
||
return get_majiang_prefix(DataManager.CurrenRoom.game_id)
|
||
end
|
||
|
||
-- 所有对家显示手牌
|
||
function M:ShowHand(msg)
|
||
local data = msg[1]
|
||
for _, infoView in pairs(self._player_card_info) do
|
||
if infoView.class ~= "PlayerSelfCardInfoView" then
|
||
local cards = data.info_list[_].hand_card
|
||
infoView:ShowHand(cards)
|
||
end
|
||
end
|
||
end
|
||
|
||
return M
|