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- local MJDefine = MJFramework.MJImport("mj.luaScript.MJDefine")
- local MJ = MJFramework.MJImport("mj.luaScript.Views.Game.MJ")
- local MJWanFa=MJFramework.ImportWanFa("luaScript.SubGameDefine.MaJiang.MJWanFa")
- local CardClass = require(MJDefine.MJConfig_2d.MAHJONG_CARD) -- 麻将牌
-
- local MJRoomXiaoJuView = MJFramework.MJFrameworkClassImprot("mj.luaScript.Views.Room.MJRoomXiaoJuView")
- local yibinmajiangRoomXiaoJuView = class("yibinmajiangRoomXiaoJuView", MJRoomXiaoJuView)
-
- local MJ_WIDTH = 47
- local MJ_HAND_CARD_INIT_X = 130 -- 所有牌的起始位置
- local MJ_HAND_CARD_INIT_Y = 50 -- 手牌y轴
-
- local MJ_OPERATE_CARD_INIT_Y = 45 -- 操作牌y轴
- local MJ_GROUP_PADDING_X = 10 -- 麻将组牌组间x轴间隔
-
- local MJ_HANDCARD_PADDING_X = -38 -- 手牌麻将直接间隔(牌与牌)
- local MJ_OPERATE_PADDING_X = -3 -- 操作麻将直接间隔(牌与牌)
-
- local MJ_HU_X = 16 -- 胡牌麻将间隔
-
- local MJ_TING_START_PADDING_X = 0 -- 听牌的起始位置
- local MJ_TING_INTERVAL_X = 14 -- 各个听牌的间隔
-
- local MJ_HANDCARD_SCALE = 0.6 -- 手牌麻将的缩小值
- local MJ_OPERATE_SCALE = 0.75 -- 操作麻将的缩小值
-
- local IS_SHOW_ANGANG_CARD = false -- 暗杠牌是否要显示起来
-
- function yibinmajiangRoomXiaoJuView:ctor(...)
- yibinmajiangRoomXiaoJuView.super.ctor(self,...)
- self.desktopType = MJDefine.DesktopType.TwoD
- end
-
- function yibinmajiangRoomXiaoJuView:loadUI()
- local ui = loadUI("mj_yibinmajiang/res/ui_fangjian/mj_yibinmajiang_xiaoju_jiesuan.ui")
- self.ui = ui
- self:addChild(ui)
- end
-
- function yibinmajiangRoomXiaoJuView:onEnter()
- yibinmajiangRoomXiaoJuView.super.onEnter(self)
- self:initTingYongCard()
- end
-
- -- 初始化玩家信息
- function yibinmajiangRoomXiaoJuView:initPlayerView()
- local roomInfo=app.room.roomInfo
- self.ui.Items.Layout_Player:removeAllChildren()
-
- self.items={}
- for k,v in pairs(roomInfo.memberList) do
- local userId = app.room:getViewIdByUserId(v.nUserId)
- local nSeatId = app.room:getSeatIdByViewId(userId)
- local i = nSeatId+1
- local item=self:createPlayerItem()
- item.index = i;
- self:setPlayerItemInfo(item,v)
- self.items[i]=item
- end
-
- table.sort(self.items, function(a, b)
- return a.index < b.index
- end)
-
- for k, v in pairs(self.items or {}) do
- self.ui.Items.Layout_Player:addChild(self.items[k])
- end
- end
-
- -- 创建玩家面板
- function yibinmajiangRoomXiaoJuView:createPlayerItem()
- local ui=loadUI("mj_yibinmajiang/res/ui_fangjian/mj_yibinmajiang_xiaoju_item.ui")
- return ui
- end
-
- -- 设置单个玩家信息
- function yibinmajiangRoomXiaoJuView:setPlayerItemInfo(ui,player)
- local roomInfo=app.room.roomInfo
- local resultInfo=roomInfo.memberList
-
- local nodeBg = ui.Items["ImageView_ItemBg"]
- -- local nodeBg2 = ui.Items[bg2]
- -- local nodeLose = self.ui.Items[lose]
- local nodeHead = ui.Items["ImageView_Head"]
- local nodeName = ui.Items["Text_Name"]
- local nodeBenJu = ui.Items["TextBMFont_Score"]
- local bmFontScore = true
- if not nodeBenJu then
- nodeBenJu = ui.Items["Text_Score"]
- bmFontScore = false
- end
- local nodeHuType = ui.Items["ImageView_HuType"]
- local nodeHuIndex = ui.Items["ImageView_HuIndex"]
- local nodeBanker= ui.Items["ImageView_Banker"]
- local nodeResult= ui.Items["Text_ResultInfo"]
- local imgViewId = ui.Items["ImageView_ViewId"];
- local dpImageSeatId = ui.Items['ImageView_DPSeatId']
-
- local viewOrder = player.nSeatId + 1;
- imgViewId:loadTexture(string.format("mj_yibinmajiang/res/zy_fangjian/player/yibinmajiang_seat_%s.png", viewOrder));
- local color = (app.room:getMyUserId() == player.nUserId) and cc.c3b(255,243,176) or cc.c3b(230,192,117);
- local huStr = self:getHuInfo(player.paiType, player.subPaiType)
- local genStr = self:getGenInfo(player.genCount)
- local gangStr = self:getGangInfo(player.gangCount)
-
- -- 番型显示
- local infoStr = huStr .. genStr .. gangStr
- nodeResult:setText(infoStr)
- nodeResult:setColor(color);
-
- local userInfo = app.room:getUserInfo(player.nUserId)
-
- --先设置默认头像
- local width = nodeHead:getContentSize().width
-
- local nickname = ""
- if userInfo and userInfo.nickname then
- nickname = getSubStringNickname(userInfo.nickname)
- self:updateUserHead(nodeHead,player.nUserId, userInfo.sex, userInfo.headimgurl);
- end
-
- nodeName:setText(nickname)
-
- nodeHuType:setVisible(false)
- nodeHuIndex:setVisible(false)
- dpImageSeatId:setVisible(false)
- ui.Items.Text_FanShu:setVisible(false)
-
- -- if table.nums(player.huCards) > 0 then
- if next(player.huCards) and next(player.huCards[1]) and player.huCards[1].huCard and player.huCards[1].huCard > 0 then
- if player.huType > 0 and player.huIndex > 0 then
- -- 胡牌类型
- local huTypeTable = {
- [MJDefine.MJGameHuType.HU_ZIMO] = 'mj/res/ui/zy_fangjian/operate/mj_effect_zimo.png',
- [MJDefine.MJGameHuType.HU_DIANPAO] = 'mj/res/ui/zy_fangjian/operate/mj_effect_jiepao.png',
- [MJDefine.MJGameHuType.HU_QIANGGANG] = 'mj/res/ui/zy_fangjian/operate/mj_effect_hupai.png',
- }
-
- local huTypeImg = 'mj/res/ui/zy_fangjian/operate/mj_effect_hupai.png'
- huTypeImg = huTypeTable[player.huType] and huTypeTable[player.huType] or huTypeImg
- nodeHuType:loadTexture(huTypeImg)
- nodeHuType:setVisible(true)
-
- -- 胡牌顺序
- local huIndexTable = {
- [1] = 'mj/res/ui/zy_fangjian/operate/mj_effect_num1.png',
- [2] = 'mj/res/ui/zy_fangjian/operate/mj_effect_num2.png',
- [3] = 'mj/res/ui/zy_fangjian/operate/mj_effect_num3.png',
- }
-
- local huIndexImg = 'mj/res/ui/zy_fangjian/operate/mj_effect_num1.png'
- huIndexImg = huIndexTable[player.huIndex] and huIndexTable[player.huIndex] or huIndexImg
- nodeHuIndex:loadTexture(huIndexImg)
- nodeHuIndex:setVisible(true)
-
- -- 如果是点炮胡,则还要显示放炮玩家seatid
- if player.huType == MJDefine.MJGameHuType.HU_DIANPAO then
- local dpSeatId = player.dpId + 1
- dpImageSeatId:loadTexture(string.format("mj_yibinmajiang/res/zy_fangjian/player/yibinmajiang_seat_%s.png", dpSeatId))
- dpImageSeatId:setVisible(true)
- elseif player.huType == MJDefine.MJGameHuType.HU_ZIMO then
- -- 如果是自摸胡,则还要显示输的玩家seatid(根据当前胡的顺序来判断)
- local loseSeatId = {}
- for i, v in pairs(roomInfo:getHuIndexInfo()) do
- -- 没有胡牌,或者在本玩家胡之后的玩家都是要输自摸钱
- if v == 0 or v > player.huIndex then
- local seatId = app.room:getSeatIdByUserId(i) + 1 -- seatid是0-3,所以要加1
- table.insert(loseSeatId, seatId)
- end
- end
-
- local function sortFunction(a, b)
- return a < b
- end
- table.sort(loseSeatId, sortFunction)
-
- for i, v in ipairs(loseSeatId) do
- local node = dpImageSeatId:getCopied()
- node:loadTexture(string.format("mj_yibinmajiang/res/zy_fangjian/player/yibinmajiang_seat_%s.png", v))
- node:setVisible(true)
- node:setPositionX(dpImageSeatId:getPositionX() + node:getContentSize().width * (i-1))
- node:setPositionX(node:getPositionX() - (node:getContentSize().width/2)*(#loseSeatId - 1))
- dpImageSeatId:getParent():addChild(node)
-
- --[[
- tips:
- 这里坐标设置是先把全部都往右添加,如
- o
- oo
- ooo,
- 然后在根据当前index向左移动width/2个像素.
- ]]
- end
- end
- end
-
- -- 番数
- ui.Items.Text_FanShu:setVisible(true)
- ui.Items.Text_FanShu:setText(player.fanshu.."番")
- end
-
- --黄庄才会查叫和查花猪
- if roomInfo:getStopFlag() == MJDefine.StopFlag.STOP_FLAG_HUANG_ZHUANG then
- if player.isDj == 1 then
- nodeHuType:loadTexture("mj/res/ui/zy_fangjian/operate/mj_effect_chajiao.png")
- nodeHuType:setVisible(true)
- nodeHuType:setPositionX(nodeHuType:getPositionX() + 15)
- nodeHuType:setScale(0.4)
- end
- end
-
- local bankSeatId = roomInfo:getBankSeatId();
- if app.room:getUserIdBySeatId(bankSeatId) ~= player.nUserId then
- nodeBanker:setVisible(false)
- end
-
- if app.room:getMyUserId() == player.nUserId then
- nodeBg:loadTexture("xj_my_bg.png",cc.TextureResType.plistType)
- --[[else
- nodeBg:loadTexture("xj_other_bg.png",cc.TextureResType.plistType)--]]
- end
-
- if tonumber(player.nTurnScore) > 0 then
- nodeBenJu:setText("+"..player.nTurnScore)
- else
- nodeBenJu:setText(player.nTurnScore)
- if tonumber(player.nTurnScore) < 0 and bmFontScore == true then
- nodeBenJu:setFntFile("res/fonts/dt_jian_num.fnt")
- end
- end
-
- -- 飘
- ui.Items.ImageView_Pos:setVisible(player.piaostate == 1)
- end
-
- -- 创建手牌
- function yibinmajiangRoomXiaoJuView:createHandCards(layer,arg,seatId)
- for k,v in pairs(arg) do
- local mj = CardClass:new(v.card, MJDefine.MyViewId, MJDefine.MJType.Stand, 10)
- mj:setScale(MJ_HANDCARD_SCALE)
- layer:addChild(mj)
- mj:setPosition(cc.p(self.initX[seatId],MJ_HAND_CARD_INIT_Y))
- self.initX[seatId]=self.initX[seatId]+mj:getContentSize().width+MJ_HANDCARD_PADDING_X
- end
- end
-
- -- 创建胡牌
- function yibinmajiangRoomXiaoJuView:createHuCard(layer,card,seatId)
- local mj = CardClass:new(card, MJDefine.MyViewId, MJDefine.MJType.Stand, 10)
- mj:setScale(MJ_HANDCARD_SCALE)
- layer:addChild(mj)
- mj:setPosition(cc.p(self.initX[seatId],MJ_HAND_CARD_INIT_Y))
- self.initX[seatId]=self.initX[seatId]+mj:getContentSize().width+MJ_HANDCARD_PADDING_X
-
- local flag = cc.Sprite:create("mj/res/ui/zy_fangjian/mj_hu_flag.png")
- mj:addChild(flag)
- flag:setScale(2)
- flag:setPosition(cc.p(32,82))
- end
-
- -- 创建吃牌(碰牌也走这)
- function yibinmajiangRoomXiaoJuView:createChi(values)
- local node=cc.Layer:create()
- node:setAnchorPoint(cc.p(0.5,0.5))
- node:ignoreAnchorPointForPosition(false)
- local width=0
- local height=0
-
- for i=1,3 do
- if values[i] then
- local mj = CardClass:new(values[i], MJDefine.MyViewId, MJDefine.MJType.Operate, 10)
- mj:setScale(MJ_OPERATE_SCALE)
- node:addChild(mj)
- local mjWidth=mj:getContentSize().width * MJ_OPERATE_SCALE
- local mjHeight=mj:getContentSize().height * MJ_OPERATE_SCALE
- local x=mjWidth/2+(i-1)*(mjWidth+MJ_OPERATE_PADDING_X)
- local y=mjHeight/2
- width=width+mjWidth
- height=mjHeight
- mj:setPosition(x,y)
- end
- end
- node:setContentSize(cc.size(width,height))
- return node
- end
-
- -- 创建杠牌
- function yibinmajiangRoomXiaoJuView:createGang(values, cardNum)
- local node=cc.Layer:create()
- node:setAnchorPoint(cc.p(0.5,0.5))
- node:ignoreAnchorPointForPosition(false)
- local width=0
- local height=0
-
- for i=1,4 do
- if values[i] then
- local mj = CardClass:new(values[i], MJDefine.MyViewId, MJDefine.MJType.Operate, 10)
- mj:setScale(MJ_OPERATE_SCALE)
- node:addChild(mj)
- local mjWidth=mj:getContentSize().width * MJ_OPERATE_SCALE
- local mjHeight=mj:getContentSize().height * MJ_OPERATE_SCALE
-
- if i <= 3 then
- local x=mjWidth/2+(i-1)*(mjWidth+MJ_OPERATE_PADDING_X)
- local y=mjHeight/2
- width=width+mjWidth
- height=mjHeight
- mj:setPosition(x,y)
- else
- local x = mjWidth/2+(2-1)*(mjWidth+MJ_OPERATE_PADDING_X)
- local y=mjHeight/2 + 12
- height = mjHeight
- mj:setPosition(x,y)
- end
- mj:setTag(1000 + i);
- end
- end
- node:setContentSize(cc.size(width,height))
- return node
- end
-
- -- 创建暗杠牌
- function yibinmajiangRoomXiaoJuView:createAnGang(values, cardNum)
- local node=cc.Layer:create()
- node:setAnchorPoint(cc.p(0.5,0.5))
- node:ignoreAnchorPointForPosition(false)
- local width=0
- local height=0
-
- for i=1,4 do
- if values[i] then
- local mj = CardClass:new(values[i], MJDefine.MyViewId, MJDefine.MJType.Operate, 10)
- mj:setScale(MJ_OPERATE_SCALE)
-
- -- 暗杠盖牌
- if not IS_SHOW_ANGANG_CARD then
- if i <= 3 then
- mj:setOperateBackImage()
- end
- end
- node:addChild(mj)
-
- local mjWidth=mj:getContentSize().width * MJ_OPERATE_SCALE
- local mjHeight=mj:getContentSize().height * MJ_OPERATE_SCALE
- if i <= 3 then
- local x=mjWidth/2+(i-1)*(mjWidth+MJ_OPERATE_PADDING_X)
- local y=mjHeight/2
- width=width+mjWidth
- height=mjHeight
- mj:setPosition(x,y)
- else
- local x=mjWidth/2+(2-1)*(mjWidth+MJ_OPERATE_PADDING_X) - 1
- local y=mjHeight/2 + 16
- height=mjHeight
- mj:setPosition(x, y);
- end
- end
- end
- node:setContentSize(cc.size(width,height))
- return node
- end
-
- -- 创建巴杠,直接走杠牌创建
- function yibinmajiangRoomXiaoJuView:createBaGang(values, cardNum)
- local node = self:createGang(values, cardNum)
- local mj = node:getChildByTag(1000 + 4)
- return node
- end
-
- -- 创建牌组
- function yibinmajiangRoomXiaoJuView:createGroupCards(layer,arg,seatId)
- -- 定义牌组类型需要调用的创建方法
- local handlers={
- [MJDefine.MJGroupType.Chi]=handler(self,self.createChi),
- [MJDefine.MJGroupType.Peng]=handler(self,self.createChi),
- [MJDefine.MJGroupType.Gang]=handler(self,self.createGang),
- [MJDefine.MJGroupType.AnGang]=handler(self,self.createAnGang),
- [MJDefine.MJGroupType.BaGang] = handler(self, self.createBaGang),
- [MJDefine.MJGroupType.Fei] = handler(self, self.createChi),
- [MJDefine.MJGroupType.Ti] = handler(self, self.createChi),
- }
-
- for k,v in pairs(arg) do
- if handlers[v.opType] then
- local group=handlers[v.opType](v.values, v.cardNum)
- local w=(group:getContentSize().width-MJ_WIDTH)/2
- group:setPosition(cc.p(self.initX[seatId]+w,MJ_OPERATE_CARD_INIT_Y))
- if k<#arg then
- self.initX[seatId]=self.initX[seatId]+group:getContentSize().width+MJ_GROUP_PADDING_X
- else
- self.initX[seatId]=self.initX[seatId]+group:getContentSize().width+MJ_GROUP_PADDING_X
- end
- layer:addChild(group)
- end
- end
- end
-
- -- 获取组合牌组
- function yibinmajiangRoomXiaoJuView:getChangeGruopDatas(g)
- -- dump(g, "getChangeGruopDatas")
- local opType=MJDefine.MJOperateToGroupType[g.opType]
- local showType=MJDefine.MJOperateToGroupType[g.opType]
- local opCard=g.opCard
- local cardNum = 3
- local fromViewId = nil
- local targetSeatId = g.targetSeatId -- 操作位置座位号
- local fromUserId = g.opUserId or g.fromUserId -- 触发操作玩家
- local redNum = g.useRedNum
- local redCard = g.lziCard
-
- local temp = {
- MJDefine.MJGroupType.Gang,
- MJDefine.MJGroupType.BaGang,
- MJDefine.MJGroupType.AnGang
- }
-
- -- 如果是杠,则为4张
- for i, v in ipairs(temp) do
- if v == opType then
- cardNum = 4
- break
- end
- end
-
- if fromUserId<=0 or targetSeatId==nil then
- else
- fromViewId = app.room:transPos( targetSeatId, app.room:getSeatIdByUserId(fromUserId))
- --判断是否是对面玩家,对面玩家的话要做一次翻转
- local opViewId = app.room:getViewIdBySeatId(targetSeatId)
- if opViewId == 2 then --对面
- if fromViewId==1 then fromViewId = 3
- elseif fromViewId==3 then fromViewId = 1 end
- end
- --三人玩只有上下家
- if app.room:getMaxPlayerCount()==3 and fromViewId==2 then fromViewId = 3 end
- if app.room:getMaxPlayerCount()==2 and fromViewId~=0 then
- if showType == MJDefine.MJGroupType.Peng then
- fromViewId = 2
- else
- fromViewId = 4
- end
- end
- end
-
- -- 组合一下牌
- local group={
- opType=opType,
- showType=showType,
- values={},
- opCard = opCard,
- cardNum = cardNum,
- fromViewId = fromViewId
- }
- if MJDefine.MJGroupType.Chi==showType then
- elseif MJDefine.MJGroupType.Peng==showType then
- group.values={opCard,opCard,opCard}
- elseif MJDefine.MJGroupType.Fei==showType then
- for i = 1, 3 do
- if i <= redNum then
- table.insert(group.values, redCard)
- else
- table.insert(group.values, opCard)
- end
- end
- elseif MJDefine.MJGroupType.Ti==showType then
- group.values={opCard,opCard,opCard}
- else
- group.values={opCard,opCard,opCard,opCard}
- end
-
- return group
- end
-
- -- 组织创建牌
- function yibinmajiangRoomXiaoJuView:initWeaveCard()
- local roomInfo=app.room.roomInfo
- self.initX={}
- for k,v in pairs(roomInfo.memberList) do
- local userId = app.room:getViewIdByUserId(v.nUserId)
- local nSeatId = app.room:getSeatIdByViewId(userId)
- local i = nSeatId+1
- local groups={}
- for _, group in pairs(v.operates) do
- table.insert(groups, self:getChangeGruopDatas(group))
- end
- self.initX[i]=MJ_HAND_CARD_INIT_X
- self:createGroupCards(self.items[i].Items.Layout_Player,groups,i)
- self.initX[i] = self.initX[i] + MJ_GROUP_PADDING_X * 2
- self:createHandCards(self.items[i].Items.Layout_Player,v.handCards,i)
-
- -- 判断有胡牌并且有值
- if next(v.huCards) and next(v.huCards[1]) and v.huCards[1].huCard and v.huCards[1].huCard > 0 then
- self.initX[i]=self.initX[i]+MJ_HU_X
- self:createHuCard(self.items[i].Items.Layout_Player,v.huCards[1].huCard,i) -- protol那边是以表形式存储的,所以直接取第一个
- end
- end
- end
-
- -- 其他信息
- function yibinmajiangRoomXiaoJuView:initOther()
- local roomInfo = app.room.roomInfo
-
- self.ui.Items.Text_Round:setText("局数:"..roomInfo.nGameStartCount..'/'..roomInfo.nTotalGameNum)
-
- --规则
- local ruleAll = MJWanFa.getWanFaInfo(roomInfo:getStrGameInfo())
- -- self.ui.Items.Text_Rule:setText(ruleAll)
-
- local item = self.ui.Items.Text_Rule:getCopied()
- item:setVisible(true)
- item:setText(ruleAll)
-
- self.ui.Items.ListView:addChild(item)
- self.ui.Items.ListView:hideAllBar()
- self.ui.Items.ListView:getInnerContainer():setAutoSize(true)
- self.ui.Items.ListView:requestDoLayout();
- self.ui.Items.ListView:doLayout();
-
- --时间
- self.ui.Items.Text_Time:setText(os.date("%m-%d %X"))--(getTimeString())
- --房号
- self.ui.Items.Text_RoomNum:setText("房号:" .. roomInfo:getShowTableId());
-
- if roomInfo:getStopFlag() == MJDefine.StopFlag.STOP_FLAG_HUANG_ZHUANG then
- self.ui.Items.ImageView_Title:loadTexture("xj_liuju.png",cc.TextureResType.plistType)
- end
- end
-
- -- 初始化听用牌
- function yibinmajiangRoomXiaoJuView:initTingYongCard()
- local roomInfo = app.room.roomInfo
- local benjinCard = roomInfo:getBenJinCard()
- if not benjinCard then
- return
- end
-
- local tingCardInfo = roomInfo:getTingYongCard()
- local prevValue, nextValue = MJDefine.getPrevAndNextValue(benjinCard)
- -- local CardClass = require(MJDefine.MJConfig_2d.MAHJONG_CARD)
- local temp = {prevValue, benjinCard, nextValue}
-
- for i=1,3 do
- if temp[i] > 0 then
- local mj = CardClass:new(temp[i], MJDefine.MyViewId, MJDefine.MJType.Stand, 10)
- mj:setScale(MJ_HANDCARD_SCALE)
- mj:setAnchorPoint(cc.p(0, 0))
- self.ui.Items.Layout_TingYongCard:addChild(mj)
- local mjWidth = mj:getContentSize().width * MJ_HANDCARD_SCALE
- local mjHeight = mj:getContentSize().height * MJ_HANDCARD_SCALE
- local x = mjWidth * (i - 1) + MJ_TING_START_PADDING_X + MJ_TING_INTERVAL_X
- mj:setPosition(x, -4)
-
- for _, j in ipairs(tingCardInfo) do
- if temp[i] == j.card then
- mj:setTingColor()
- break
- end
- end
- end
- end
- end
-
- -- 获得胡牌类型内容 (huType胡牌类型, subHuType胡牌子类型)
- function yibinmajiangRoomXiaoJuView:getHuInfo(huType, subHuType)
- local str = ''
-
- if not huType or not subHuType then
- return str
- end
-
- -- 胡牌类型
- for k,v in pairs(MJDefine.MJGamePaiType) do
- local newType = getNumBand(huType, v)
- if newType > 0 then
- str = str .. ' ' .. MJDefine.MJGameHuStr[v]
- end
- end
-
- -- 胡牌子类型
- for k,v in pairs(MJDefine.MJGameSubPaiType) do
- local newType = getNumBand(subHuType, v)
- if newType > 0 then
- str = str .. ' ' .. MJDefine.MJGameSubHuStr[v]
- end
- end
-
- return str
- end
-
- -- 获得根数
- function yibinmajiangRoomXiaoJuView:getGenInfo(genCount)
- local str = ''
- if not genCount then
- return str
- end
-
- if genCount > 0 then
- str = str .. ' ' .. genCount .. '根'
- end
-
- return str
- end
-
- -- 获得杠数
- function yibinmajiangRoomXiaoJuView:getGangInfo(gangCount)
- local str = ''
- if not gangCount then
- return str
- end
-
- if gangCount > 0 then
- str = str .. ' ' .. gangCount .. '杠'
- end
-
- return str
- end
-
- return yibinmajiangRoomXiaoJuView
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