public static IsFeijidai ( |
||
sender | Sender. | |
return | bool |
public static bool IsFeijidai(RX_CardSet sender)
{
if (NotNull(sender) && EffectiveNumber(sender,8,20))
{
Dictionary<RX_CARD_LEVEL,int> dictionary= new Dictionary<RX_CARD_LEVEL, int> ();
for (int i = 0;i < sender.Lister.Count; i++)
{
RX_Card card = sender.Lister [i];
int count = 0;
if (dictionary.ContainsKey(card.Level))
{
dictionary.TryGetValue(card.Level,out count);
count += 1;
//大于3时,直接失败..
if (count > 3) {
return false;
}
dictionary [card.Level] = count;
}
else
{
dictionary.Add(card.Level,1);
}
}
List<RX_CARD_LEVEL> three_level_list = new List<RX_CARD_LEVEL> ();
List<int> other_level_list = new List<int> ();
foreach (RX_CARD_LEVEL level in dictionary.Keys)
{
int count = 0;
dictionary.TryGetValue (level, out count);
if (count == 3) {
three_level_list.Add (level);
} else {
other_level_list.Add (count);
}
}
if (three_level_list.Count != dictionary.Keys.Count / 2)
{
return false;
}
for (int i = 0; i < other_level_list.Count - 1; i++)
{
if (other_level_list[i] != other_level_list[i + 1]) {
return false;
}
}
for (int i = 0; i < three_level_list.Count - 1; i++)
{
if ((int)three_level_list[i] - (int)three_level_list[i + 1] != -1)
{
return false;
}
}
sender.Typer = RX_CARD_SET.RX_TYPE_FEI_DAI;
sender.Level = three_level_list[0];
return true;
}
return false;
}
public RX_CardSet PopCardSet() { //FindAll 需要传入一个谓词条件.... List <RX_Card> list = this.Card_list.FindAll((RX_Card obj) => { return(obj.IsPop); }); //create a new cardSet,which player have selected RX_CardSet card_set = new RX_CardSet(); card_set.Card_lister = list; //check the whether the cardSet is effect if (RX_CardType.IsBigBoom(card_set) || RX_CardType.IsBoom(card_set) || RX_CardType.IsDan(card_set) || RX_CardType.IsDui(card_set) || RX_CardType.IsFeijibudai(card_set) || RX_CardType.IsFeijidai(card_set) || RX_CardType.IsLianDui(card_set) || RX_CardType.IsSanBuDai(card_set) || RX_CardType.IsSandaiyi(card_set) || RX_CardType.IsShunzi(card_set) || RX_CardType.IsSidaier(card_set) ) { //check can give a hand? if (RX_Manager.prevCardSet == null || (card_set.Card_lister.Count == RX_Manager.prevCardSet.Card_lister.Count && (int)card_set.Card_level > (int)RX_Manager.prevCardSet.Card_level && card_set.Card_type == RX_Manager.prevCardSet.Card_type) || (card_set.Card_type == RX_CARD_SET.RX_TYPE_BOOM && RX_Manager.prevCardSet.Card_type != RX_CARD_SET.RX_TYPE_BOOM && RX_Manager.prevCardSet.Card_type != RX_CARD_SET.RX_TYPE_WANGZHA) || card_set.Card_type == RX_CARD_SET.RX_TYPE_WANGZHA ) { //clear previous spritePool and add the current cardsSprites to the pool RX_CardManager.ClearPool(); UISprite[] sprites = seat_container.GetComponentsInChildren <UISprite>(); List <UISprite> param = new List <UISprite>(); for (int i = 0; i < sprites.Length; i++) { foreach (RX_Card item in card_set.Card_lister) { if (item.ToString() == sprites[i].name) { //change the sprite's parent, prevent it been destroyed sprites[i].transform.SetParent(GameObject.Find("Control - Handed").transform); param.Add(sprites[i]); sprites[i] = new UISprite(); break; } } } RX_CardManager.SetHandedSprites(seat_pos, param); sprites[0] = null; RX_CardManager.AddPool(sprites); ////RemoveAll 需要传入一个谓词条件....instantiate new cards on the screen! this.Card_list.RemoveAll((RX_Card obj) => { return(obj.IsPop); }); //re layout after deleted the pop cards this.LayoutCardList(); return(card_set); } return(null); } else { return(null); } }