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  1. local MJ = MJFramework.MJImport("mj.luaScript.Views.Game.MJ")
  2. local MJChi = MJFramework.MJImport("mj.luaScript.Views.Game.MJChi")
  3. local MJDefine=MJFramework.MJImport("mj.luaScript.MJDefine")
  4. --暗杠上面的牌Y轴偏移量
  5. local GANG_OFFSET_Y=14
  6. --左边暗杠上面的牌Y轴偏移量
  7. local GANG_OFFSET_LEFT_Y=15
  8. local xzddAnGang = class("xzddAnGang",MJChi)
  9. function xzddAnGang:ctor(values,viewId,desktopType,redNum)
  10. xzddAnGang.super.ctor(self,{0,0,0},viewId,desktopType,0)
  11. local MJOperateGangOffset=MJDefine.MJOperateGangOffset[desktopType]
  12. --在吃碰的组上添加一个麻将
  13. if self.mjs[2] and values[4] then
  14. local pos=self.mjs[2]:getPosition()
  15. local mj=MJ:new(values[4],MJDefine.MJType.Operate,self.viewId,desktopType)
  16. self:addChild(mj)
  17. if self.viewId==MJDefine.PlayerViewType.My then
  18. mj:setPosition(pos.x,pos.y+GANG_OFFSET_Y)
  19. elseif self.viewId==MJDefine.PlayerViewType.Left then
  20. mj:setPosition(pos.x-MJOperateGangOffset.x,pos.y+MJOperateGangOffset.y)
  21. self.mjs[3]:setLocalZOrder(1)
  22. elseif self.viewId==MJDefine.PlayerViewType.Right then
  23. mj:setPosition(pos.x+MJOperateGangOffset.x,pos.y+MJOperateGangOffset.y)
  24. mj:setLocalZOrder(1)
  25. elseif self.viewId==MJDefine.PlayerViewType.Top then
  26. -- mj:setScale(0.8)
  27. mj:setPosition(pos.x,pos.y+GANG_OFFSET_Y*0.8) --
  28. end
  29. --self:showRedNum(mj,redNum)
  30. table.insert(self.mjs,mj.card)
  31. end
  32. end
  33. return xzddAnGang