local MJ = MJFramework.MJImport("mj.luaScript.Views.Game.MJ") local MJChi = MJFramework.MJImport("mj.luaScript.Views.Game.MJChi") local MJDefine=MJFramework.MJImport("mj.luaScript.MJDefine") --暗杠上面的牌Y轴偏移量 local GANG_OFFSET_Y=16 --左边暗杠上面的牌Y轴偏移量 local GANG_OFFSET_LEFT_Y=15 local yibinmajiangAnGang = class("yibinmajiangAnGang",MJChi) function yibinmajiangAnGang:ctor(values,viewId,desktopType) yibinmajiangAnGang.super.ctor(self,{0,0,0},viewId,desktopType) 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 -- table.insert(self.mjs,mj.card) table.insert(self.mjs, mj) if cardNum and cardNum > 4 then self:refreshCardNum(mj, cardNum); end end end return yibinmajiangAnGang