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完全的新手入门_使用Unity做个单机二人小麻将(一)

2017-12-29 17:22 615 查看

小实习生一枚,刚入门unity,利用一周的时间做了个单机简单的二人小麻将

只有java基础,从来没学过C#的我,刚开始很懵逼,但是既然动手做了就开始吧~!

先上成品图





因为公司都用比较稳定的版本,所以我是从比较老的版本unity 4.7上手学习的

刚开始学什么都不懂,参考了一个别人写的斗地主demo,所以代码比较累赘…你们可以改良一下

二人麻将介绍

牌型分为:条,筒,万(没有东西南北发) 共108张

玩家: 二人

吃,碰,杠,胡均为简单算法,没有分种类和牌型(因为我不会打牌所以写的时候没有考虑暗杠)

功能实现

1:发牌

2:桌面摆牌

3:AI实现吃,碰,杠,胡功能

4:自己的牌实现智能提示吃,碰,杠,胡

步骤

首先导入ngui,导入ngui还是非常简单的,百度上面教程贼多,我就不写了

新建一个GameObject,改名为GameControll



绑上我们新建的C#脚本,这个脚本就是我们整个项目核心的控制点了



我在这里简单设置了一下参数,比如底分和全场倍数 ,接下来就可以开始往里面填东西la

public class GameController : MonoBehaviour{
public int basePointPerMatch;//底分
private int multiples;//全场倍数
// Use this for initialization
void Start()
{
multiples = 1;
basePointPerMatch = 100;
InitStar();//初始化场景
}

}


可以看到我这里写了一个初始化场景的方法InitStar() 使用代码动态生成页面

动态生成页面要准备好预制体,也就是画UI, 可以看到这里我将主要的场景分为两个预制体,一个是专门放player的,一个是专门放置按钮的





这是我的StartPanel预制体做好的样子



这是我的buttonPanel预制体



这里还有一个重要的预制体需要画好,即卡牌的预制体,要绑定一个类,我这里取名为CardSprite,进行卡牌精灵的处理





注意,所有调用的预制体必须放置在Resources文件夹下!我调用预制体的方法为Resources.Load(“XXX”)

做好这些准备,可以开始在GameControll类里面写初始化代码了

/// <summary>
/// 初始化面板
/// </summary>
public void InitStar()
{
GameObject buttonpanel = NGUITools.AddChild(UICamera.mainCamera.gameObject, (GameObject)Resources.Load("ButtonPanel"));
buttonpanel.AddComponent<buttonControl>();
buttonpanel.name = buttonpanel.name.Replace("(Clone)", "");//可以替换掉后缀(Clone)

GameObject mainpanel = NGUITools.AddChild(UICamera.mainCamera.gameObject, (GameObject)Resources.Load("StartPanel"));//加载StartPanel第一个场景
mainpanel.name = mainpanel.name.Replace("(Clone)", "");//可以替换掉后缀(Clone)
GameObject AI= mainpanel.transform.Find("AI").gameObject;
HandCards AI1Cards = AI.AddComponent<HandCards>();//处理手牌的类
AI1Cards.cType = CharacterType.AI;//设定角色的类型
AI.AddComponent<SimpleSmartCard>();//ai自动出牌的类
AI.transform.Find("playpoint").gameObject.SetActive(false);//隐藏AI放手牌的点

AI.transform.Find("showType").gameObject.SetActive(false);//这里可以处理图片

GameObject Player = mainpanel.transform.Find("Player").gameObject;
HandCards playerCards = Player.AddComponent<HandCards>();
Player.AddComponent<PlayCard>();//玩家出牌调用的类
playerCards.cType = CharacterType.Player;
Player.transform.Find("playpoint").gameObject.SetActive(false);
print("初始化" + "toStar()");
}


写完上面的代码,运行你会发现你写好的预制体被动态加载出来了

可以看到这里我给预制体绑定了很多处理的辅助类,我将这几个类直接贴出来吧,相信很容易看得懂

//  用于规定枚举类型
using UnityEngine;
using System.Collections;

/// <summary>
/// 角色类型
/// </summary>
public enum CharacterType
{
Library = 0,
Player,
AI,
Desk
}

/// <summary>
/// 牌类
/// </summary>
public enum Suits
{
Tiao,
Tong,
Wan,
}

/// <summary>
/// 卡牌权值
/// </summary>
public enum Weight
{
_1 = 0,
_2,
_3,
_4,
_5,
_6,
_7,
_8,
_9,
}

/// <summary>
/// 身份
/// </summary>
public enum Identity
{
loser,
fightui_host,
none
}

/// <summary>
/// 出牌类型
/// </summary>
public enum CardsType //enum 枚举关键字
{
//未知类型
None=0,
fightui_chi ,
fightui_peng,
fightui_gang,
fightui_angang,
fightui_hu,

}

/// <summary>
/// 牌的元素
/// </summary>
public enum Cardselement //enum 枚举关键字
{
//未知类型
None = 0,
Double,//一堆将
ThereCount,//三顺
ThereSame,//三连
Gang

}


using UnityEngine;
using System.Collections;
using System.Collections.Generic;
//封装卡牌
public class Card
{
private readonly string cardName;//牌名
private readonly Weight weight;//权重
private readonly Suits suits; //种类
private CharacterType belongTo;//牌的归属
private bool makedSprite;

public string CardName
{
get
{
return cardName;
}
}

public Weight Weight
{
get
{
return weight;
}

}

public Suits Suits
{
get
{
return suits;
}
}

public CharacterType BelongTo
{

23ff8
get
{
return belongTo;
}

set
{
belongTo = value;
}
}

public bool MakedSprite
{
get
{
return makedSprite;
}

set
{
makedSprite = value;
}
}

public Card(string name, Weight weight, Suits suits, CharacterType belongTo)
{
MakedSprite = false;
cardName = name;
this.weight = weight;
this.suits = suits;
this.BelongTo = belongTo;
}

}


using System.Collections.Generic;
using UnityEngine;
//生成手牌的类
public class HandCards : MonoBehaviour
{
public CharacterType cType;
private List<Card> library;
private Identity identity;
private Card newCard=null;
private int multiples;//玩家倍数
private int integration=1000;//积分
private bool Once = true;

void Start()
{
multiples = 1;
identity = Identity.loser;
library = new List<Card>();
}

/// <summary>
/// 积分
/// </summary>
public int Integration
{
set { integration = value; }
get { return integration; }
}

/// <summary>
/// 玩家倍数
/// </summary>
public int Multiples
{
set { multiples *= value; }
get { return multiples; }
}

/// <summary>
/// 手牌数
/// </summary>
public int CardsCount
{
get { return library.Count; }
}

/// <summary>
/// 访问身份
/// </summary>
public Identity AccessIdentity
{
set
{
identity = value;
}
get { return identity; }
}

public Card NewCard
{
get
{
return newCard;
}

}

public bool theOnce
{
get
{
return Once;
}

set
{
Once = value;
}
}

/// <summary>
/// 获取手牌
/// </summary>
/// <param name="index"></param>
/// <returns></returns>
public Card this[int index]
{
get { return library[index]; }
}

/// <summary>
/// 获取值的索引   索引器.
/// </summary>
/// <param name="card"></param>
/// <returns></returns>
public int this[Card card]
{
get { return library.IndexOf(card); }
}

/// <summary>
/// 添加手牌
/// </summary>
/// <param name="card"></param>
public void AddCard(Card card)
{

card.BelongTo = cType;
library.Add(card);
newCard = card;
}

/// <summary>
/// 出牌
/// </summary>
/// <returns></returns>
public void PopCard(Card card)
{
//从手牌移除
if (card!=null) {
library.Remove(card);
}
}

/// <summary>
/// 手牌排序
/// </summary>
public void Sort()
{
CardRules.SortCards(library, false);//CardRules类用于处理手牌,排序,判断胡,碰,杠等
}

}


一定要绑到牌的预制体上哟!

//给卡牌预制体绑定的处理精灵的方法
using UnityEngine;
using System.Collections;
using System.Collections.Generic;

public class CardSprite : MonoBehaviour
{
private Card card;
public UISprite sprite;
private bool isSelected=false;
private bool canSeeCard;

public Card Poker
{
set
{
card = value;
card.MakedSprite = true;
SetSprite(canSeeCard);//显示ui
}
get { return card; }
}

/// <summary>
/// 是否被点击中
/// </summary>
public bool Select
{
set { isSelected = value; }
get { return isSelected; }
}

public bool CanSeeCard
{
get
{
return canSeeCard;
}

set
{
canSeeCard = value;
}
}

private void Start()
{
isSelected = false;
}

/// <summary>
/// 设置UISprite的显示
/// </summary>
void SetSprite(bool canSeeCard )
{
if (canSeeCard)
{
//明牌
sprite.transform.FindChild("mypointS").GetComponent<UISprite>().spriteName = card.CardName;
}
else {
if (card.BelongTo == CharacterType.Player || card.BelongTo == CharacterType.Desk)
{
sprite.transform.FindChild("mypointS").GetComponent<UISprite>().spriteName = card.CardName;
}
else
{
sprite.spriteName = "Top_Back";
}
}

}

/// <summary>
/// 销毁精灵
/// </summary>
public void Destroy()
{
if (card!=null) {
if (card.MakedSprite) {
//精灵化false
card.MakedSprite = false;
//销毁对象
Destroy(this.gameObject);
}

}

}

/// <summary>
/// 调整位置
/// </summary>
public void GoToPosition(CharacterType who, int index,int cardmargin)
{
if (sprite != null)
{
GameObject parent = GameObject.Find(who.ToString());

if (card.BelongTo == CharacterType.Player)//如果牌是player的,那么把牌放在player的点
{
GameObject mycon = parent.transform.FindChild("cardpengpoint").gameObject;
CardSprite[] myconsp = mycon.GetComponentsInChildren<CardSprite>();
transform.localPosition = new Vector3(0, 0, 0);
CardSprite[] mypoint = parent.GetComponentsInChildren<CardSprite>();

int margin = 0;
switch (myconsp.Length)
{
case 4:
margin = 180;
break;
case 8:
margin = 200 * 2;
break;
case 12:
margin = 200 * 3;
break;
case 16:
margin =210 * 4;
break;
default:
break;
};
sprite.width = 78;
sprite.height = 115;
if (Select)
{
sprite.spriteName = "Bottom_Stand_Front_Light";
}
else {
sprite.spriteName = "Bottom_Stand_Front";
}
sprite.transform.FindChild("mypointS").GetComponent<UISprite>().spriteName = card.CardName;
sprite.transform.FindChild("mypointS").GetComponent<UISprite>().depth =2;
sprite.transform.localScale = new Vector3((float)1.2, (float)1.2, 1);
transform.localPosition = new Vector3(-550+cardmargin*index+margin, -80,  0);

}
else if (card.BelongTo == CharacterType.AI)
{
if (canSeeCard)
{
sprite.width = 78;
sprite.height = 115;
sprite.spriteName = "Bottom_Stand_Front";
sprite.transform.FindChild("mypointS").GetComponent<UISprite>().spriteName = card.CardName;
sprite.depth = 1;
sprite.transform.FindChild("mypointS").GetComponent<UISprite>().depth =2;
sprite.transform.localScale = new Vector3((float)0.6, (float)0.6, 1);
sprite.transform.localPosition =
GameObject.Find(who.ToString()).transform.FindChild("playpoint").transform.localPosition + Vector3.right * 45 * index;
}
else {
sprite.spriteName = "Top_Back";
sprite.depth = 3;
sprite.width = 45;
sprite.height = 70;
// sprite.transform.localScale = new Vector3((float)0.6, (float)0.6, 1);
sprite.transform.localPosition=
GameObject.Find(who.ToString()).transform.FindChild("playpoint").transform.localPosition + Vector3.right * 45 * index;

}

}
else if (card.BelongTo == CharacterType.Desk)
{
sprite.width = 88;
sprite.height = 120;
sprite.spriteName = "Bottom_Front";
transform.FindChild("mypointS").GetComponent<UISprite>().leftAnchor.target = sprite.transform;
transform.FindChild("mypointS").GetComponent<UISprite>().leftAnchor.relative = 0;
transform.FindChild("mypointS").GetComponent<UISprite>().leftAnchor.absolute = 0;
transform.FindChild("mypointS").GetComponent<UISprite>().rightAnchor.relative = 1;
transform.FindChild("mypointS").GetComponent<UISprite>().rightAnchor.absolute = -2;
transform.FindChild("mypointS").GetComponent<UISprite>().bottomAnchor.relative = 0;
transform.FindChild("mypointS").GetComponent<UISprite>().bottomAnchor.absolute = 29;
transform.FindChild("mypointS").GetComponent<UISprite>().topAnchor.relative = 1;
transform.FindChild("mypointS").GetComponent<UISprite>().topAnchor.absolute = 0;
sprite.depth = 1;
sprite.transform.FindChild("mypointS").GetComponent<UISprite>().spriteName = card.CardName;
sprite.width = 78;
sprite.height = 115;
sprite.transform.localScale = new Vector3((float)0.5, (float)0.5, 1);
sprite.transform.localPosition =
transform.localPosition = GameObject.Find("showpoint").transform.localPosition ;
}
//else if (card.BelongTo == CharacterType.Desk)
//{
//    sprite.spriteName = card.CardName;
//    sprite.width = 40;
//    sprite.height = 50;
//    transform.localPosition = GameObject.Find("showplayerpoint").transform.localPosition + Vector3.right * 40 * index;
//}

}

}

/// <summary>
/// 碰,杠,吃的位置
/// </summary>
public void Changeposition(CharacterType who,int index) {
GameObject point = GameObject.Find(who.ToString()).transform.FindChild("cardpengpoint").gameObject;

sprite.width = 88;
sprite.height = 120;
sprite.spriteName = "Bottom_Front";
transform.FindChild("mypointS").GetComponent<UISprite>().leftAnchor.target = sprite.transform;
transform.FindChild("mypointS").GetComponent<UISprite>().leftAnchor.relative = 0;
transform.FindChild("mypointS").GetComponent<UISprite>().leftAnchor.absolute = 0;
transform.FindChild("mypointS").GetComponent<UISprite>().rightAnchor.relative = 1;
transform.FindChild("mypointS").GetComponent<UISprite>().rightAnchor.absolute = -2;
transform.FindChild("mypointS").GetComponent<UISprite>().bottomAnchor.relative = 0;
transform.FindChild("mypointS").GetComponent<UISprite>().bottomAnchor.absolute = 29;
transform.FindChild("mypointS").GetComponent<UISprite>().topAnchor.relative = 1;
transform.FindChild("mypointS").GetComponent<UISprite>().topAnchor.absolute = 0;
if (!CanSeeCard)
{
sprite.spriteName = "Bottom_Back";
transform.Find("mypointS").GetComponent<UISprite>().spriteName = "Bottom_Back";
transform.Find("mypointS").GetComponent<UISprite>().depth = 3;
sprite.depth = 2;

}
else {
sprite.transform.FindChild("mypointS").GetComponent<UISprite>().spriteName = card.CardName;
}
sprite.transform.localScale = new Vector3((float)0.8, (float)0.8, 1);

}

/// <summary>
/// 卡牌点击
/// </summary>
void OnClick()
{
if (card.BelongTo == CharacterType.Player)//在这里判断是否当前出牌为player,否则取消卡牌点击事件
{
GameObject parent = GameObject.Find(CharacterType.Player.ToString());
CardSprite[] sp = parent.GetComponentsInChildren<CardSprite>();
List<CardSprite> list = new List<CardSprite>();
list.Clear();
for (int i = 0; i < sp.Length; i++) {
if (sp[i].sprite!=sprite) {
if (sp[i].Select) {
sp[i].Select = false;
sp[i].sprite.spriteName = "Bottom_Stand_Front";
}
}

}

isSelected = true;
sprite.spriteName = "Bottom_Stand_Front_Light";

}

}

}


using UnityEngine;
using System.Collections;
using System.Collections.Generic;
//生成牌库
public class CardControl {
private List<Card> library ;//可以通过判断library中的牌数量为零时结束对局
private static  CardControl instance;
private CharacterType ctype;
private bool isEnd = false;

public static CardControl Instance
{
get
{
if (instance == null)
{
instance = new CardControl();
}
return instance;
}
}

/// <summary>
/// 获取牌库中牌的数量
/// </summary>
public int CardsCount
{
get { return library.Count; }
}

public bool IsEnd
{
get
{
return isEnd;
}

set
{
isEnd = value;
}
}

/// <summary>
/// 索引器
/// </summary>
/// <param name="index"></param>
/// <returns></returns>
public Card this[int index]
{
get
{
return library[index];
}
}

/// <summary>
/// 私有构造
/// </summary>
private CardControl()
{
library = new List<Card>();
ctype = CharacterType.Library;
CreateCards();
}

public void ReCreate() {
library = new List<Card>();
ctype = CharacterType.Library;
CreateCards();
}

/// <summary>
/// 创建一副牌
/// </summary>
void CreateCards()
{
//创建普通牌
for (int num=0;num<4;num++) {
for (int type = 0; type < 3; type++)
{
for (int value = 0; value < 9; value++)
{
Weight w = (Weight)value;
Suits s = (Suits)type;
string name = s.ToString() + w.ToString();
Card card = new Card(name, w, s, ctype);
library.Add(card);
}
}
}

}

/// <summary>
/// 洗牌
/// </summary>      foreach语句是c#中新增的循环语句,他对于处理数组及集合等数据类型特别方便。
//                  foreach语句的一般语法格式如下:
//                  foreach(数据类型 标识符 in 表达式){ 循环体 }
public void Shuffle()
{
if (CardsCount == 108)
{
System.Random random = new System.Random();
List<Card> newList = new List<Card>();
foreach (Card item in library)
{
newList.Insert(random.Next(newList.Count + 1), item);//ListCount的意思为:表项个数,用于反回表项的总个数,但它的下标从零开始,如果需要获得list的总长度需要+1
}

library.Clear();

foreach (Card item in newList)
{
library.Add(item);
}

newList.Clear();
}
}

/// <summary>
/// 发牌
/// </summary>
public Card Deal()
{
Card ret = library[library.Count - 1];
library.Remove(ret);
return ret;
}

/// <summary>
/// 向牌库中添加牌
/// </summary>
/// <param name="card"></param>
public void AddCard(Card card)
{
card.BelongTo = ctype;
library.Add(card);
}

}


弹出框的两个类



using UnityEngine;
using System.Collections;
using System.Collections.Generic;

public class MyConSprite : MonoBehaviour {

private bool select;
private GameObject myCheck;
private CardSprite[] sp = null;
private int CarspCount;
public bool Select
{
get
{
return select;
}

set
{
select = value;
}
}

public int CarspCount1
{
get
{
return CarspCount;
}

set
{
CarspCount = value;
}
}

public CardSprite[] Sp
{
get
{
return sp;
}

set
{
sp = value;
}
}

// Use this for initialization
void Start () {
myCheck = GameObject.Find("myCheck").gameObject;
myCheck.GetComponent<UIGrid>().repositionNow = true;
myCheck.GetComponent<UIGrid>().enabled = true;
myCheck.transform.localPosition = new Vector3(-280, -21, 0);
}

public void OntoGo()
{
Sp = transform.GetComponentsInChildren<CardSprite>();
CarspCount1 = Sp.Length;
ConSpCache.Instance.CardClear();
for (int i=0; i<Sp.Length;i++) {
ConSpCache.Instance.AddCard(Sp[i]);
}
Select = true;
GameController controller = GameObject.Find("GameControll").GetComponent<GameController>();
controller.getConSelect();
for (int k = 0; k < myCheck.transform.childCount; k++)
{
GameObject go = myCheck.transform.GetChild(k).gameObject;
Destroy(go);

}
myCheck.SetActive(false);

}

}


using System.Collections.Generic;
using UnityEngine;
public class ConSpCache
{
private List<CardSprite> sp;
private static ConSpCache instance;

public static ConSpCache Instance
{
get
{
if (instance == null)
{
instance = new ConSpCache();
}
return instance;
}
}

/// <summary>
/// 私有构造
/// </summary>
private ConSpCache()
{
sp = new List<CardSprite>();

}

public List<CardSprite> Sp
{
get
{
return sp;
}
}

/// <summary>
/// 向牌库中添加牌
/// </summary>
/// <param name="card"></param>
public void AddCard(CardSprite card)
{
Sp.Add(card);
}

public void CardClear() {
if (sp!=null) {
sp.Clear();
}

}

}


在GameControll中写洗牌,发牌,生成精灵等的方法,第一次写博客真是不知道怎么循序渐进,我直接把GameControll脚本全部贴出来吧

using UnityEngine;
using System.Collections;
using System.Collections.Generic;

public class GameController : MonoBehaviour{
public int basePointPerMatch;//底分
private int multiples;//全场倍数
// Use this for initialization
void Start()
{
multiples = 1;
basePointPerMatch = 100;
InitStar();
}

/// <summary>
/// 全场倍数
/// </summary>
public int Multiples
{
set { multiples *= value; }
get { return multiples; }
}

public int BasePointPerMatch
{
set { basePointPerMatch = value; }
get { return basePointPerMatch; }
}

/// <summary>
/// 初始化面板
/// </summary>
public void InitStar()
{
GameObject buttonpanel = NGUITools.AddChild(UICamera.mainCamera.gameObject, (GameObject)Resources.Load("ButtonPanel"));
buttonpanel.AddComponent<buttonControl>();
buttonpanel.name = buttonpanel.name.Replace("(Clone)", "");//可以替换掉后缀(Clone)

GameObject mainpanel = NGUITools.AddChild(UICamera.mainCamera.gameObject, (GameObject)Resources.Load("StartPanel"));//加载StartPanel第一个场景

mainpanel.name = mainpanel.name.Replace("(Clone)", "");//可以替换掉后缀(Clone)
GameObject AI= mainpanel.transform.Find("AI").gameObject;
HandCards AI1Cards = AI.AddComponent<HandCards>();
AI1Cards.cType = CharacterType.AI;
AI.AddComponent<SimpleSmartCard>();
AI.transform.Find("playpoint").gameObject.SetActive(false);

AI.transform.Find("showType").gameObject.SetActive(false);//这里可以处理图片

GameObject Player = mainpanel.transform.Find("Player").gameObject;
HandCards playerCards = Player.AddComponent<HandCards>();
Player.AddComponent<PlayCard>();
playerCards.cType = CharacterType.Player;
Player.transform.Find("playpoint").gameObject.SetActive(false);
print("初始化" + "toStar()");
}

/// <summary>
/// 洗牌
/// </summary>
public void DealCards(CharacterType Startperson )
{
Debug.Log("洗牌" + "DealCards()--");

//洗牌
CardControl.Instance.Shuffle();

//发牌
CharacterType currentCharacter = CharacterType.Player;
for (int i = 0; i < 26; i++)
{
if (currentCharacter == CharacterType.Desk)//循环到Desk的时候跳过,从player发
{
currentCharacter = CharacterType.Player;
}
DoSend(currentCharacter);
currentCharacter++;
Debug.Log("洗牌" + "DealCards()--" + "currentCharacter++:" + currentCharacter);
}

if (Startperson!=CharacterType.AI) {
//发一张给
DoSend(Startperson);
}

for (int i = 1; i < 4; i++)
{
MakeHandCardsSprite((CharacterType)i, false,false,false);
}
Readjust(CharacterType.Player,true);
}

/// <summary>
/// 发牌
/// </summary>
public Card DoSend(CharacterType person)
{
Card movedCard;
if (CardControl.Instance.CardsCount == 0)
{
movedCard = null;
CardControl.Instance.IsEnd = true;
}
else {

if (person == CharacterType.Desk)
{
movedCard = CardControl.Instance.Deal();
CardCache.Instance.AddCard(movedCard);
}
else
{
GameObject playerObj = GameObject.Find(person.ToString());
HandCards cards = playerObj.GetComponent<HandCards>();
movedCard = CardControl.Instance.Deal();
cards.AddCard(movedCard);
}
}

return movedCard;

}

/// <summary>
/// 精灵化角色手牌
/// </summary>
/// <param name="type"></param>
/// <param name="isSelected"></param>
void MakeHandCardsSprite(CharacterType type, bool isSelected,bool canSeeCard,bool isSend)
{
print("精灵化角色手牌" + "MakeHandCardsSprite()+获得的type" + type);

if (type==CharacterType.AI||type==CharacterType.Player) {
GameObject parent = GameObject.Find(type.ToString());
parent.transform.Find("playpoint").gameObject.SetActive(true);
}

if (type == CharacterType.Desk)
{
CardCache instance = CardCache.Instance;
for (int i = 0; i < instance.CardsCount; i++)
{
MakeSprite(type, instance[i], isSelected,canSeeCard);
}
}
else
{
//这个牌是给player和电脑

GameObject parentObj = GameObject.Find(type.ToString());
HandCards cards = parentObj.GetComponent<HandCards>();
//排序
//cards.Sort();
//精灵化
for (int i = 0; i < cards.CardsCount; i++)
{
if (!cards[i].MakedSprite)
{
MakeSprite(type, cards[i], isSelected,canSeeCard);
}
}

}
//调整精灵位置
AdjustCardSpritsPosition(type,canSeeCard);
}

/// <summary>
/// 使卡牌精灵化
/// </summary>
/// <param name="type"></param>
/// <param name="card"></param>
/// <param name="selected"></param>
void MakeSprite(CharacterType type, Card card, bool selected,bool canSeeCard)
{
print("使卡牌精灵化" + "MakeSprite()+type" + type+"card:"+card.Weight+"--"+card.Suits);

if (!card.MakedSprite)
{
GameObject obj = Resources.Load("thepoint") as GameObject;
GameObject myCard;
if (type == CharacterType.Desk)
{
myCard = NGUITools.AddChild(GameObject.Find("showpoint"), obj);

}
else
{
myCard = NGUITools.AddChild(GameObject.Find(type.ToString()).gameObject, obj);
}
CardSprite sprite = myCard.gameObject.GetComponent<CardSprite>();//脚本需要手动添加
sprite.Poker = card;
sprite.Select = selected;
sprite.CanSeeCard = canSeeCard;

}
}

/// <summary>
/// 调整手牌位置
/// </summary>
/// <param name="type"></param>
public static void AdjustCardSpritsPosition(CharacterType type,bool canSeeCard)
{
print("调整手牌位置" + "AdjustCardSpritsPosition()   type" + type);
if (type == CharacterType.Desk)
{
CardCache instance = CardCache.Instance;
CardSprite[] cs;
cs = GameObject.Find("showpoint").GetComponentsInChildren<CardSprite>();
for (int i=0; i<cs.Length;i++) {
Destroy(cs[i].sprite.gameObject);
}
}
else
{
int index = 0;
HandCards hc = GameObject.Find(type.ToString()).GetComponent<HandCards>();
CardSprite[] cs = GameObject.Find(type.ToString()).GetComponentsInChildren<CardSprite>();
for (int i = 0; i < hc.CardsCount; i++)
{
for (int j = 0; j < cs.Length; j++)
{
if (cs[j].Poker == hc[i])
{
if (cs[j].Poker == hc.NewCard)
{
cs[j].GoToPosition(type, index,95);
}
else {
cs[j].GoToPosition(type, index, 90);
}
cs[j].CanSeeCard = canSeeCard;
index++;

}
}
}

}

}

/// <summary>
/// 出完牌后二次排序
/// </summary>
public void Readjust(CharacterType type,bool cansee)
{
GameObject parentObj = GameObject.Find(type.ToString());
HandCards cards = parentObj.GetComponent<HandCards>();
//排序
cards.Sort();
HandCards hc = GameObject.Find(type.ToString()).GetComponent<HandCards>();
CardSprite[] cs = GameObject.Find(type.ToString()).GetComponentsInChildren<CardSprite>();
for (int i = 0; i < hc.CardsCount; i++)
{
for (int j = 0; j < cs.Length; j++)
{
if (cs[j].Poker == hc[i])
{
cs[j].GoToPosition(type, i, 90);
cs[j].CanSeeCard = cansee;

}
}
}
}

/// <summary>
/// 庄
/// </summary>
public void DealWith() {
CharacterType Mainidentity,Normalidentity;
Identity identity_host,identity_normal;
identity_host = Identity.fightui_host;
identity_normal = Identity.loser;
Mainidentity= CharacterType.Player;
Normalidentity= CharacterType.AI;

//更新身份
IdentityUpdate(Mainidentity, identity_host);
IdentityUpdate(Normalidentity, identity_normal);

DealCards(Mainidentity);//洗牌
}

/// <summary>
/// ///更新身份
/// </summary>
/// <param name="parent"></param>
/// <param name="identity"></param>
public void IdentityUpdate(CharacterType type,Identity identity) {
GameObject parent=GameObject.Find(type.ToString());
parent.transform.FindChild("identity").GetComponent<UISprite>().spriteName = identity.ToString();
HandCards cards = GameObject.Find(type.ToString()).GetComponent<HandCards>();
cards.AccessIdentity = identity;
//更新积分信息
//int inte = cards.Multiples * Multiples * basePointPerMatch * (int)(cards.AccessIdentity + 1);
cards.Integration = cards.Integration ;
UpdateGrade(cards.Integration, type);

}

//更新积分信息
public void UpdateGrade(int inte,CharacterType type){
GameObject obj = GameObject.Find(type.ToString()).transform.FindChild("gradelabel").gameObject;
obj.GetComponent<UILabel>().text = "积分:" + inte;
HandCards cards = GameObject.Find(type.ToString()).GetComponent<HandCards>();
cards.Integration = cards.Integration + inte;
Debug.Log("积分----------------+inte:"+inte);
}

/// <summary>
/// 统计积分信息
/// </summary>
/// <returns></returns>
public int integration(CharacterType type, Identity winner) {
//积分计算
HandCards cards = GameObject.Find(type.ToString()).GetComponent<HandCards>();

int inte = cards.Multiples * Multiples * basePointPerMatch * (int)(cards.AccessIdentity + 1);

if (cards.AccessIdentity != winner)
inte = -inte;

cards.Integration = cards.Integration + inte;

GameObject obj = GameObject.Find(type.ToString()).transform.FindChild("gradelabel").gameObject;
obj.GetComponent<UILabel>().text = "积分:" + inte;
Debug.Log(type+""+winner+"inte"+inte);
return inte;
}

/// <summary>
/// 获取指定卡牌
/// </summary>
/// <param name="cards"></param>
/// <param name="type"></param>
/// <returns></returns>
public static Card GetWeight(Card[] cards, Suits type)
{
print("获取指定卡牌" + "GetWeight()");
if(cards==null){
return null;
}
return cards[0];
}

/// <summary>
///  下一位出牌
/// </summary>
public void TrunNext(CharacterType person) {
person++;
bool auto=PlayerChache.Instance.Auto;
if (person==CharacterType.Desk) {
person = CharacterType.Player;
}

if (person == CharacterType.Player) {
AICache.Instance.Iscurrent1 = false;
PlayerChache.Instance.Iscurrent1 = true;
PlayCard playCard = GameObject.Find("Player").GetComponent<PlayCard>();
//轮到玩家出牌,激活玩家出牌按钮
buttonControl bc = GameObject.Find("ButtonPanel").GetComponent<buttonControl>();
if (auto)
{
//调用自动出牌的方法
playCard.StarAuto(true,CharacterType.Player);
}
else {
bc.Cando();
bc.checkSend();
}
}
if (person==CharacterType.AI) {
AICache.Instance.Iscurrent1 = true;
PlayerChache.Instance.Iscurrent1 = false;
if (CardControl.Instance.CardsCount == 0)
{
Debug.Log("在这里结束啦啦啦啦啦啊");
GameOver(Identity.none);

}
else {
//开启自动出牌
SimpleSmartCard smart = GameObject.Find("AI").GetComponent<SimpleSmartCard>();
smart.startSend(true);
Debug.Log("CharacterType:zidognchupai------------------------");
//调用玩家出牌的方法
PlayCard playCard = GameObject.Find("Player").GetComponent<PlayCard>();
if (auto)
{
playCard.StarAuto(true, CharacterType.AI);
}

}

}

}

/// <summary>
/// 补牌 即发一张牌
/// </summary>
public Card AddCard(CharacterType currentperson) {
if (currentperson==CharacterType.AI) {
Debug.Log("发一张给AI++++++++++++++++++");
}
GameObject parentObj = GameObject.Find(currentperson.ToString());
HandCards cards = parentObj.GetComponent<HandCards>();
buttonControl bc = GameObject.Find("ButtonPanel").GetComponent<buttonControl>();
//排序
// cards.Sort();
if (CardControl.Instance.CardsCount!= 0) {
//发一张给
Card sendcard = DoSend(currentperson);

MakeHandCardsSprite(currentperson, false,false,true);
return sendcard;
}
if (CardCache.Instance.CardsCount!=0) {
bc.checkeCanhu();
}

return null;
}

/// <summary>
/// 游戏结束  游戏结束  弹出游戏结束画面 删除所有按钮 激活快速开始按钮  电脑明牌  分数结算
/// </summary>
public void GameOver(Identity winner)
{
Debug.Log("游戏结束!!!");
CardControl.Instance.IsEnd = true;
//结束界面
buttonControl bc = GameObject.Find("ButtonPanel").GetComponent<buttonControl>();
//统计所有人的分数
int playerGrade= integration(CharacterType.Player, winner);
int AIGrade = integration(CharacterType.AI, winner);
bc.isOver(playerGrade,AIGrade);
//明牌
CardSprite[] sprites = GameObject.Find(CharacterType.AI.ToString()).GetComponentsInChildren<CardSprite>();
MakeHandCardsSprite(CharacterType.AI, false,true,false);
AdjustCardSpritsPosition(CharacterType.AI,true);
}

public void GameRestart() {
//删除所有牌  将所有牌回到牌库 删除精灵
BackToDeck();
DestroyAllSprites();
//清除桌面缓存
AICache.Instance.ClearAll();
PlayerChache.Instance.ClearAll();
Destroy(GameObject.Find("ButtonPanel").gameObject);
CardCache.Instance.Clear();
CardControl.Instance.ReCreate();
Destroy(GameObject.Find("StartPanel").gameObject);
//GameObject mainpanel = NGUITools.AddChild(UICamera.mainCamera.gameObject, (GameObject)Resources.Load("StartPanel"));//加载StartPanel第一个场景
//mainpanel.AddComponent<toStar>();
//mainpanel.name = mainpanel.name.Replace("(Clone)", "");//可以替换掉后缀(Clone)
//GameObject buttonpanel = NGUITools.AddChild(UICamera.mainCamera.gameObject, (GameObject)Resources.Load("ButtonPanel"));
//buttonpanel.AddComponent<buttonControl>();
//buttonpanel.name = buttonpanel.name.Replace("(Clone)", "");//可以替换掉后缀(Clone)

//for (int i = 1; i < 4; i++)
//{
//    if (GameObject.Find(((CharacterType)i).ToString()))
//    {
//        IdentityUpdate((CharacterType)i, Identity.loser);
//    }
//}
InitStar();
}

/// <summary>
/// 改变牌放的点
/// </summary>
public void ChangePosition(CharacterType person, CardsType type,List<Card> clist)
{
Card deskCard = CardCache.Instance.TotalWeight;

//销毁牌精灵
// CardSprite[] sprites = GameObject.Find("showpoint").GetComponentsInChildren<CardSprite>();
CardSprite[] sprites2 = GameObject.Find(person.ToString()).GetComponentsInChildren<CardSprite>();

//for (int i = 0; i < sprites.Length; i++)
//{
//    sprites[i].Destroy();
//}

for (int i = 0; i < sprites2.Length; i++){
for (int j=0; j<clist.Count;j++) {
if (sprites2[i].Poker!=deskCard) {
if (sprites2[i].Poker == clist[j])
{
sprites2[i].Destroy();
continue;
}
}

}
}
if (type != CardsType.fightui_chi)
{
clist.Add(deskCard);
}
Debug.Log("桌上牌-----------clist"+clist.Count+type+clist[1].CardName );
GameObject myCon = Resources.Load("myCon") as GameObject;
GameObject parent = GameObject.Find(person.ToString()).transform.FindChild("cardpengpoint").gameObject;
GameObject myCard = NGUITools.AddChild(parent, myCon);
parent.GetComponent<UIGrid>().repositionNow = true;
parent.GetComponent<UIGrid>().enabled = true;
//精灵化
for (int i = 0; i < 3; i++)
{
GameObject obj = Resources.Load("thepoint") as GameObject;
obj= NGUITools.AddChild(myCard, obj);
obj.GetComponent<BoxCollider>().enabled = false;//设置不能够点击
CardSprite sprite = obj.gameObject.GetComponent<CardSprite>();//脚本需要手动添加
if (clist.Count == 4&& type== CardsType.fightui_gang)
{
if (i == 1)
{
sprite.Poker = clist[i];
sprite.CanSeeCard = false;
}
else
{
sprite.CanSeeCard = true;
sprite.Poker = clist[i];
}
}
else {
sprite.CanSeeCard = true;
sprite.Poker = clist[i];
}

sprite.Changeposition(person,i);

}
Debug.Log("精灵化成功---调整牌的位置");

//调整牌的位置
AdjustCardSpritsPosition(person,false);

}

/// <summary>
/// 场上的所有牌回到牌库中
/// </summary>
public void BackToDeck()
{
print("场上的所有牌回到牌库中" + "BackToDeck()");
HandCards[] handCards = new HandCards[2];
handCards[0] = GameObject.Find("Player").GetComponent<HandCards>();
handCards[1] = GameObject.Find("AI").GetComponent<HandCards>();

for (int i = 0; i < handCards.Length; i++)
{
while (handCards[i].CardsCount != 0)
{
Card last = handCards[i][handCards[i].CardsCount - 1];

CardControl.Instance.AddCard(last);
handCards[i].PopCard(last);
}
}
}

/// <summary>
/// 销毁精灵
/// </summary>
public void DestroyAllSprites()
{
print("销毁精灵" + "DestroyAllSprites()");
CardSprite[][] cardSprites = new CardSprite[2][];
cardSprites[0] = GameObject.Find("Player").GetComponentsInChildren<CardSprite>();
cardSprites[1] = GameObject.Find("AI").GetComponentsInChildren<CardSprite>();
// Destroy(GameObject.Find("showpoint").gameObject);

for (int i = 0; i < cardSprites.GetLength(0); i++)
{
for (int j = 0; j < cardSprites[i].Length; j++)
{
cardSprites[i][j].Destroy();
}
}
}

/// <summary>
/// 创建桌面牌的精灵
/// </summary>
/// <param name="fromperson"></param>
/// <param name="card"></param>
public static void CreateSprites(CharacterType fromperson,Card card)
{
List<Card> cards=new List<Card>();
cards.Clear();
if (fromperson == CharacterType.AI)
{
AICache.Instance.AddCard(card);
cards = AICache.Instance.Library;
}
else {
cards = PlayerChache.Instance.Library;
PlayerChache.Instance.AddCard(card);

}
GameObject myCheck = GameObject.Find(fromperson.ToString()).transform.Find("showardpoint").gameObject;
for (int k = 0; k < myCheck.transform.childCount; k++)
{
GameObject go = myCheck.transform.GetChild(k).gameObject;
Destroy(go);

}
// Destroy(show1[i].gameObject);//.gameObject才会删除组件,否则只会删除脚本

//myCheck.transform.Find("showardpoint").GetComponent<UIGrid>().RemoveChild();

for (int i=0; i< cards.Count;i++) {//最后添加的一张牌要高亮
bool light=false;
if (i==cards.Count-1) {
light = true;
}

ShowSprite(fromperson, cards[i], light);
}
}

/// <summary>
/// 显示桌面上的牌
/// </summary>
public static void ShowSprite(CharacterType fromperson,Card card,bool light) {
GameObject myCard=null;
GameObject obj = Resources.Load("thepoint") as GameObject;
myCard = NGUITools.AddChild(GameObject.Find(fromperson.ToString()).transform.FindChild("showardpoint").gameObject, obj);
GameObject.Find(fromperson.ToString()).transform.FindChild("showardpoint").GetComponent<UITable>().enabled = true;
GameObject.Find(fromperson.ToString()).transform.FindChild("showardpoint").GetComponent<UITable>().repositionNow = true;

CardSprite sp = myCard.gameObject.GetComponent<CardSprite>();
sp.Poker = card;
sp.sprite.width = 88;
sp.sprite.height =120;
if (light)
{
sp.sprite.spriteName = "Bottom_Front_Light";
}
else {

sp.sprite.spriteName = "Bottom_Front";
}
sp.transform.localScale = new Vector3((float)0.7, (float)0.7, 1);
sp.transform.FindChild("mypointS").GetComponent<UISprite>().leftAnchor.target = sp.transform;
sp.transform.FindChild("mypointS").GetComponent<UISprite>().leftAnchor.relative = 0;
sp.transform.FindChild("mypointS").GetComponent<UISprite>().leftAnchor.absolute = 0;
sp.transform.FindChild("mypointS").GetComponent<UISprite>().rightAnchor.relative = 1;
sp.transform.FindChild("mypointS").GetComponent<UISprite>().rightAnchor.absolute =-2;
sp.transform.FindChild("mypointS").GetComponent<UISprite>().bottomAnchor.relative = 0;
sp.transform.FindChild("mypointS").GetComponent<UISprite>().bottomAnchor.absolute = 29;
sp.transform.FindChild("mypointS").GetComponent<UISprite>().topAnchor.relative = 1;
sp.transform.FindChild("mypointS").GetComponent<UISprite>().topAnchor.absolute = 0;
}

public static void MakeDialogCell(List<Card> clist) {

buttonControl bc = GameObject.Find("ButtonPanel").GetComponent<buttonControl>();
bc.ShowmyCheck(clist);
bc.transform.Find("myCheck").GetComponent<UIGrid>().Reposition();// 这个标记会让元素立即重新排列。

// GameObject root = GameObject.Find("UI Root");
// GameObject parent = root.transform.Find("Camera/StartPanel(Clone)/myCheck").gameObject;

//parent.active=true;
//MyConSprite myCardparent = parent.GetComponent<MyConSprite>();
//parent.active = false;

}

//获取选择事件
public void getConSelect() {
PlayCard playCard = GameObject.Find("Player").GetComponent<PlayCard>();
playCard.GetMySelectList();//去吃
//吃完 删除桌面上面被吃的牌
AICache.Instance.DeleteCard(CardCache.Instance.TotalWeight);
//ReCreateSprites(CharacterType.Player, PlayerChache.Instance.Library);
ReCreateSprites(CharacterType.AI, AICache.Instance.Library);

}

//如果没有其他选择,只为单选项
public static void CometoEat(List<Card> card) {
PlayCard playCard = GameObject.Find("Player").GetComponent<PlayCard>();
playCard.noChoice(card);//直接去吃
//吃完 删除桌面上面被吃的牌
GameController controller = GameObject.Find("GameControll").GetComponent<GameController>();
AICache.Instance.DeleteCard(CardCache.Instance.TotalWeight);
//controller.ReCreateSprites(CharacterType.Player,PlayerChache.Instance.Library);
controller.ReCreateSprites(CharacterType.AI,AICache.Instance.Library);
}

public void ReCreateSprites(CharacterType fromperson, List<Card> cards)
{
if (cards.Count>3) {
Debug.Log("ReCreateSprites: type==" + fromperson.ToString() + "cards:" + cards[0].CardName + cards[1].CardName+cards[2].CardName);
}
GameObject myCheck = GameObject.Find(fromperson.ToString()).transform.Find("showardpoint").gameObject;
for (int k = 0; k < myCheck.transform.childCount; k++)
{
GameObject go = myCheck.transform.GetChild(k).gameObject;
Destroy(go);

}
// Destroy(show1[i].gameObject);//.gameObject才会删除组件,否则只会删除脚本

//myCheck.transform.Find("showardpoint").GetComponent<UIGrid>().RemoveChild();

for (int i = 0; i < cards.Count; i++)
{
bool light = false;

ShowSprite(fromperson, cards[i], light);
}
}

/// <summary>
/// 删除桌面上被吃/碰/杠的牌
/// </summary>
public void deleteCardOnDestory(CharacterType person,List<Card> cards) {

GameObject myCheck = GameObject.Find(person.ToString()).transform.Find("showardpoint").gameObject;
for (int k = 0; k < myCheck.transform.childCount; k++)
{
GameObject go = myCheck.transform.GetChild(k).gameObject;
Destroy(go);
}
// Destroy(show1[i].gameObject);//.gameObject才会删除组件,否则只会删除脚本

//myCheck.transform.Find("showardpoint").GetComponent<UIGrid>().RemoveChild();

for (int i = 0; i < cards.Count; i++)
{
ShowSprite(person, cards[i], false);
}
}

//private void Update()
//{
//    StartCoroutine(Up1());

//}
//private IEnumerator Up1()
//{
//    GameObject root = GameObject.Find("UI Root");
//    GameObject parent = root.transform.Find("Camera/StartPanel(Clone)/myCheck").gameObject;
//    parent.active = true;
//    yield return new WaitForSeconds(5);
//    parent.active = false;
//}

}


开始控制按钮了,建一个脚本,绑定各种按钮,里面是按钮绑定的事件

public class buttonControl : MonoBehaviour {

private GameObject Startbtn;//开始游戏
private GameObject sendbtn;//出牌
private GameObject addbtn;//补牌
private GameObject hubtn;//胡
private GameObject pengbtn;//碰
private GameObject eatbtn;//吃
private GameObject gangbtn;//杠
private GameObject IsEnd;//游戏结束图
private GameObject restarBtn;//重新开始
private GameController controller;
private GameObject myCheck;//弹出框
private GameObject spupSprite;//托管最上层的遮罩
private GameObject autoreSetBtn;//取消托管按钮
private GameObject autocontrolbtn;//托管
private GameObject cancelbtn;//取消按钮
// Use this for initialization
void Start()
{
Startbtn = gameObject.transform.Find("Startbtn").gameObject;
sendbtn = gameObject.transform.Find("sendbtn").gameObject;
addbtn = gameObject.transform.Find("addbtn").gameObject;
hubtn = gameObject.transform.Find("hubtn").gameObject;
pengbtn = gameObject.transform.Find("pengbtn").gameObject;
eatbtn = gameObject.transform.Find("eatbtn").gameObject;
gangbtn = gameObject.transform.Find("gangbtn").gameObject;
IsEnd = gameObject.transform.Find("IsEnd").gameObject;
restarBtn = gameObject.transform.Find("restarBtn").gameObject;
myCheck = gameObject.transform.Find("myCheck").gameObject;
controller = GameObject.Find("GameControll").GetComponent<GameController>();
spupSprite = gameObject.transform.Find("spup").gameObject;
autoreSetBtn = gameObject.transform.Find("autoreSet").gameObject;
autocontrolbtn = gameObject.transform.Find("autocontrolbtn").gameObject;

Startbtn.GetComponent<UIButton>().onClick.Add(new EventDelegate(StartGameCallBack));
sendbtn.GetComponent<UIButton>().onClick.Add(new EventDelegate(SendCallBack));
addbtn.GetComponent<UIButton>().onClick.Add(new EventDelegate(addCallBack));
hubtn.GetComponent<UIButton>().onClick.Add(new EventDelegate(HuCallBack));
pengbtn.GetComponent<UIButton>().onClick.Add(new EventDelegate(PengCallBack));
eatbtn.GetComponent<UIButton>().onClick.Add(new EventDelegate(EatCallBack));
gangbtn.GetComponent<UIButton>().onClick.Add(new EventDelegate(GangCallBack));
restarBtn.GetComponent<UIButton>().onClick.Add(new EventDelegate(RestarCallBack));
autocontrolbtn.GetComponent<UIButton>().onClick.Add(new EventDelegate(AutoControlCallBack));
autoreSetBtn.GetComponent<UIButton>().onClick.Add(new EventDelegate(AutoCancel));

spupSprite.gameObject.SetActive(false);
autoreSetBtn.gameObject.SetActive(false);
autocontrolbtn.SetActive(false);

Startbtn.SetActive(true);
sendbtn.gameObject.active = false;
addbtn.gameObject.active = false;
hubtn.gameObject.active = false;
pengbtn.gameObject.active = false;
eatbtn.gameObject.active = false;
gangbtn.gameObject.active = false;
IsEnd.gameObject.active = false;
restarBtn.gameObject.active = false;
cancelbtn.gameObject.active = false;
myCheck.SetActive(false);
}

//按下开始游戏按钮
public void StartGameCallBack() {
Startbtn.gameObject.active = false;
controller.DealWith();//开启GameControll中的发牌方法
sendbtn.SetActive(true);
}

//出牌按钮
public void SendCallBack() {
PlayCard playCard = GameObject.Find("Player").GetComponent<PlayCard>();
controller.Readjust(CharacterType.Player, true);
if (playCard.CheckSelectCards())
{
//轮到下一位出牌
controller.TrunNext(CharacterType.Player);

}

}

//过牌 过牌之后不能碰 杠 只能胡
public void addCallBack(){
addbtn.SetActive(false);
eatbtn.SetActive(false);
pengbtn.SetActive(false);
gangbtn.SetActive(false);
hubtn.SetActive(false);
PlayCard playCard = GameObject.Find("Player").GetComponent<PlayCard>();
PlayerChache.Instance.Cando = false;
if (playCard.checkCardsLength())
{
controller.Readjust(CharacterType.Player, true);
controller.AddCard(CharacterType.Player);
if (checkeCanhu())
{
sendbtn.SetActive(false);
}
else { sendbtn.SetActive(true); }
}
else {
sendbtn.SetActive(true);
}

}

//轮到玩家出牌
public void Resend() {
PlayCard playCard = GameObject.Find("Player").GetComponent<PlayCard>();
if (!checkeCanhu()) {
sendbtn.gameObject.active = true;
}

}

//吃牌
public void EatCallBack() {
PlayCard playCard = GameObject.Find("Player").GetComponent<PlayCard>();
if (playCard.CheckCardsType(CardsType.fightui_chi, true))
{
eatbtn.gameObject.active = false;
addbtn.SetActive(false);
hubtn.SetActive(false);
pengbtn.SetActive(false);
gangbtn.SetActive(false);
controller.Readjust(CharacterType.Player,true);

}

}

/// <summary>
/// 检查是否能吃
/// </summary>
public bool checkeat()
{
PlayCard playCard = GameObject.Find("Player").GetComponent<PlayCard>();
if (playCard.CheckCardsType(CardsType.fightui_chi,false))
{
eatbtn.gameObject.active = true;
addbtn.gameObject.active = true;
return true;
}
return false;
}

/// <summary>
/// 吃
/// </summary>
public void canEat() {//这时候才真正吃
PlayerChache.Instance.Cando = false;
eatbtn.gameObject.active = false;
PlayCard playCard = GameObject.Find("Player").GetComponent<PlayCard>();
if (!checkeCanhu())
{
GameController controller = GameObject.Find("GameControll").GetComponent<GameController>();
if (playCard.checkCardsLength())
{
controller.Readjust(CharacterType.Player, true);
controller.AddCard(CharacterType.Player);
if (checkeCanhu())
{
sendbtn.SetActive(false);
}
else { sendbtn.SetActive(true); }
}
else
{
controller.Readjust(CharacterType.Player, true);
sendbtn.SetActive(true);
}
}

}

//碰
public void PengCallBack() {
PlayCard playCard = GameObject.Find("Player").GetComponent<PlayCard>();
if (playCard.CheckCardsType(CardsType.fightui_peng, true))
{
PlayerChache.Instance.Cando = false;
pengbtn.SetActive(false);
addbtn.SetActive(false);
gangbtn.gameObject.active = false;
eatbtn.gameObject.active = false;
hubtn.gameObject.active = false;
AICache.Instance.DeleteCard(CardCache.Instance.TotalWeight);
controller.ReCreateSprites(CharacterType.AI, AICache.Instance.Library);
controller.Readjust(CharacterType.Player, true);
if (playCard.checkCardsLength())
{
controller.Readjust(CharacterType.Player, true);
controller.AddCard(CharacterType.Player);
if (checkeCanhu())
{
sendbtn.SetActive(false);
}
else { sendbtn.SetActive(true); }
}
else
{
sendbtn.SetActive(true);
}
// controller.ReCreateSprites(CharacterType.AI, AICache.Instance.Library);
}

}

/// <summary>
/// 查是否能碰
/// </summary>
public bool checkPeng()
{
PlayCard playCard = GameObject.Find("Player").GetComponent<PlayCard>();
controller.Readjust(CharacterType.Player, true);
if (playCard.CheckCardsType(CardsType.fightui_peng, false))
{
pengbtn.SetActive(true);
addbtn.gameObject.active = true;
return true;
}
return false;
}

//杠
public void GangCallBack() {
PlayCard playCard = GameObject.Find("Player").GetComponent<PlayCard>();
if (playCard.CheckCardsType(CardsType.fightui_gang,true))
{
PlayerChache.Instance.Cando = false;
addbtn.SetActive(false);
gangbtn.gameObject.active = false;
eatbtn.gameObject.active = false;
pengbtn.gameObject.active = false;
hubtn.gameObject.active = false;
//杠完补牌
checkSend();
if (!checkeCanhu())
{
AICache.Instance.DeleteCard(CardCache.Instance.TotalWeight);
controller.deleteCardOnDestory(CharacterType.AI,AICache.Instance.Library);
//controller.ReCreateSprites(CharacterType.Player, PlayerChache.Instance.Library);
controller.ReCreateSprites(CharacterType.AI, AICache.Instance.Library);
controller.Readjust(CharacterType.Player, true);
}

}
}

/// <summary>
/// 检查能否杠
/// </summary>
public bool checkGang() {
PlayCard playCard = GameObject.Find("Player").GetComponent<PlayCard>();
controller.Readjust(CharacterType.Player, true);
if (playCard.CheckCardsType(CardsType.fightui_gang, false))
{
gangbtn.SetActive(true);
addbtn.SetActive(true);
sendbtn.SetActive(false);
return true;
}
return false;
}

/// <summary>
/// 胡的按钮
/// </summary>
public void HuCallBack() {
hubtn.SetActive(false);
// cancelbtn.SetActive(false);
autocontrolbtn.SetActive(false);
PlayCard playCard = GameObject.Find("Player").GetComponent<PlayCard>();
if (playCard.CheckCardsType(CardsType.fightui_hu,true))
{
GameController controller = GameObject.Find("GameControll").GetComponent<GameController>();
controller.GameOver(Identity.fightui_host);
}
}

public void isOver(int playergrade, int AIgrade) {
addbtn.SetActive(false);
sendbtn.SetActive(false);
eatbtn.SetActive(false);
gangbtn.SetActive(false);
pengbtn.SetActive(false);
hubtn.SetActive(false);
Destroy(addbtn.gameObject);
Destroy(sendbtn.gameObject);
Destroy(eatbtn.gameObject);
Destroy(gangbtn.gameObject);
Destroy(pengbtn.gameObject);
Destroy(hubtn.gameObject);

restarBtn.gameObject.active = true;
IsEnd.gameObject.active = true;
// autocontrolbtn.SetActive ( false);
IsEnd.transform.Find("playergrade").gameObject.GetComponent<UILabel>().text=playergrade+"";
IsEnd.transform.Find("AIgrade").gameObject.GetComponent<UILabel>().text = AIgrade + "";

}

public void RestarCallBack() {
IsEnd.gameObject.active = false;
restarBtn.gameObject.active = false;
GameController controller = GameObject.Find("GameControll").GetComponent<GameController>();
controller.GameRestart();
Startbtn.gameObject.active = true;
}

public bool checkeCanhu() {
PlayCard playCard = GameObject.Find("Player").GetComponent<PlayCard>();
if (playCard.CheckCardsType(CardsType.fightui_hu,false))
{
hubtn.SetActive(true);
addbtn.SetActive(true);
//  cancelbtn.SetActive(true);
sendbtn.gameObject.active = false;
return true;
}
return false;
}

public void ShowmyCheck(List<Card> clist) {
myCheck.SetActive(true);
GameObject myCard = NGUITools.AddChild(myCheck, Resources.Load("myCondia") as GameObject);
myCard.GetComponent<UIGrid>().enabled = true;
myCard.GetComponent<UIGrid>().repositionNow = true;
//精灵化
for (int i = 0; i < 3; i++)
{
GameObject obj = Resources.Load("thepoint") as GameObject;
obj = NGUITools.AddChild(myCard, obj);
obj.GetComponent<BoxCollider>().enabled = false;//设置不能够点击
CardSprite sprite = obj.gameObject.GetComponent<CardSprite>();//脚本需要手动添加
sprite.Poker = clist[i];
sprite.sprite.width = 78;
sprite.sprite.height = 115;
sprite.transform.localScale = new Vector3((float)1, (float)1, 1);
}
}

/// <summary>
/// 自动查牌
/// </summary>
public void Cando() {
if (checkeCanhu())
{
sendbtn.SetActive(false);
PlayerChache.Instance.Cando = true;
}
PlayCard playCard = GameObject.Find("Player").GetComponent<PlayCard>();

if (playCard.checkCardsLength()) {
if (checkeat())
{
sendbtn.SetActive(false);
PlayerChache.Instance.Cando = true;
}
if (checkGang())
{
sendbtn.SetActive(false);
PlayerChache.Instance.Cando = true;
}
if (checkPeng())
{
sendbtn.SetActive(false);
PlayerChache.Instance.Cando = true;
}
if (checkGang())
{
sendbtn.SetActive(false);
PlayerChache.Instance.Cando = true;
}
}
}

/// <summary>
/// 检查是否能够发牌
/// </summary>
/// <returns></returns>
public void checkSend() {
checkeCanhu();
if (!PlayerChache.Instance.Cando) {
//检查没有吃碰杠胡事件 检查卡牌长度
PlayCard playCard = GameObject.Find("Player").GetComponent<PlayCard>();
if (playCard.checkCardsLength())
{
controller.Readjust(CharacterType.Player,true);
controller.AddCard(CharacterType.Player);
}
if (!checkeCanhu())
{
if (PlayerChache.Instance.Iscurrent1)
{//查当前出牌者
sendbtn.SetActive(true);
}
}
}
}
}


数据处理的卡牌缓存和算法写在第二部分了
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标签:  unity 一周 c#