local MJGang = MJFramework.MJFrameworkClassImprot("mj.luaScript.Views.Game.MJGang") local MJChi = MJFramework.MJImport("mj.luaScript.Views.Game.MJChi") local MJDefine=MJFramework.MJImport("mj.luaScript.MJDefine") local MJ = MJFramework.MJImport("mj.luaScript.Views.Game.MJ") --暗杠上面的牌Y轴偏移量 local GANG_OFFSET_Y=12 local xzddGang = class("xzddGang",MJChi) function xzddGang:ctor(values,viewId,desktopType,redNum) xzddGang.super.ctor(self,values,viewId,desktopType,redNum) local MJOperateGangOffset=MJDefine.MJOperateGangOffset[desktopType] --在吃碰的组上添加一个麻将 if self.mjs[2] and values[4] then local pos=self.mjs[2]:getPosition() local mj=MJ:new(values[4],MJDefine.MJType.Operate,self.viewId,desktopType) self:addChild(mj) if self.viewId==MJDefine.PlayerViewType.My then mj:setPosition(pos.x,pos.y+GANG_OFFSET_Y) elseif self.viewId==MJDefine.PlayerViewType.Left then mj:setPosition(pos.x-MJOperateGangOffset.x,pos.y+MJOperateGangOffset.y) self.mjs[3]:setLocalZOrder(1) elseif self.viewId==MJDefine.PlayerViewType.Right then mj:setPosition(pos.x+MJOperateGangOffset.x,pos.y+MJOperateGangOffset.y) mj:setLocalZOrder(1) elseif self.viewId==MJDefine.PlayerViewType.Top then -- mj:setScale(0.8) mj:setPosition(pos.x,pos.y+GANG_OFFSET_Y*0.8) -- end --self:showRedNum(mj,redNum) table.insert(self.mjs,mj) end end return xzddGang