cc.Class({ extends: cc.BaseClass, properties: { m_NodeArray: { default: [], type: cc.Node }, m_Clock: { default : [], type : cc.Label, }, m_Rotation:[cc.Node], m_Back:cc.Node, }, // use this for initialization onLoad: function () { if(this.node.getChildren().length <= 0) return; if(this.m_Clock.length <= 0)return; this.OnLoad = true; this.m_Clock[0].string = '0'; this.m_Clock[1].string = '0'; this.setCurrectUser(this.wCurrectUser); for (var i = 0; i < 4 ; i++) { this.m_Rotation[i].angle = i * 90; } }, ctor: function (){ this.wBankerUser = INVALID_CHAIR; this.wCurrectUser = INVALID_CHAIR; this.cbNum = 0; }, updateNorth:function(){ var UserCount = GameDef.GetPlayerCount(); if( UserCount == 4 || UserCount == 2){ var rot = GameDef.g_GameEngine.SwitchViewChairID(0); this.m_Back.angle = rot * 90; if( UserCount == 2 ){ this.m_Rotation[1].active =false; this.m_Rotation[3].active =false; } }else if( UserCount == 3 ){ this.m_Rotation[3].active = false; for (var i = 0; i < UserCount ; i++) { var rot = GameDef.g_GameEngine.SwitchViewChairID(i); this.m_Rotation[i].angle = rot * 90; } } }, setCurrectUser:function(wChairID){ this.wCurrectUser = wChairID; if( GameDef.GetPlayerCount() == 2 && wChairID == 1){ wChairID = 2; }else{ } for(var i in this.m_NodeArray){ this.m_NodeArray[i].active=(i==wChairID); } }, setTimerNum:function(bShow,cbNum){ var cbTmp = (cbNum>0)?1:0; //cbNum = parseInt(cbNum/20); if(this.cbNum==cbNum)return; this.cbNum = cbNum+cbTmp; this.m_Clock[0].string = parseInt(cbNum / 10); this.m_Clock[1].string = cbNum % 10; this.m_Clock[0].node.active = bShow; this.m_Clock[1].node.active = bShow; return this.cbNum; }, // called every frame, uncomment this function to activate update callback // update: function (dt) { // }, });