268 lines
8.3 KiB
C
268 lines
8.3 KiB
C
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#pragma once
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#include "cocos2d.h"
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#include "cocostudio/CocoStudio.h"
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#include "ui/CocosGUI.h"
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#include "Singleton.h"
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#include "GameFrameBase.h"
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#include "PlatformHeader.h"
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#include "TimeNode.h"
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#include "DZ_GamePlayer.h"
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#include "DZ_GameLogic.h"
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#include "DZ_HandCardLayer.h"
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#include "DZ_GameEndNode.h"
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#include "DZ_PrivateEndNode.h"
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#include "DZ_CMD.h"
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USING_NS_CC;
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using namespace cocostudio;
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using namespace std;
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using namespace ui;
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namespace DZ_SPACE{
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class DZGameScene :public GameFrameBase
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{
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public:
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//<2F><>Ϸ<EFBFBD><CFB7><EFBFBD><EFBFBD>ID;
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const static int KIND_ID = 430;
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static std::string getGameRule(uint32 dwGameRule);
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public:
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//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>;
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CREATE_FUNC(DZGameScene);
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//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʼ<EFBFBD><CABC>;
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virtual bool init();
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//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɻص<C9BB>;
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virtual void onEnterTransitionDidFinish();
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//<2F><><EFBFBD><EFBFBD><EFBFBD>˳<EFBFBD>;
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virtual void onExit();
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public:
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//<2F><><EFBFBD>Ӻ<EFBFBD><D3BA><EFBFBD>ͼת<CDBC><D7AA>;
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virtual WORD SwitchViewChairID(WORD wChairID);
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//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ;
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virtual void upSelfPlayerInfo();
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//<2F><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>;
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void initScene();
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//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ;
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void initNet();
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//<2F><><EFBFBD>ó<EFBFBD><C3B3><EFBFBD>;
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void resetScene(bool bAll=false);
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//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>;
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void resetData();
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//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>;
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void ResetAllData();
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//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>(<28>൱<EFBFBD><E0B5B1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>뿪);
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virtual void ResetTable();
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//<2F><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ļ<EFBFBD>·<EFBFBD><C2B7>;
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virtual const std::string getShortChatSoundPath(uint8 cbGender, int nIndex);
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private:
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//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ;
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virtual bool OnEventSceneMessage(uint8 cbGameStatus, bool bLookonUser, void* pData, int nDataSize);
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//<2F>ָ<EFBFBD><D6B8><EFBFBD>Ϸ<EFBFBD><CFB7><EFBFBD><EFBFBD>;
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bool onGameScenePlay(void* pData, int nDataSize);
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//<2F>ָ<EFBFBD><D6B8><EFBFBD><EFBFBD>Ƴ<EFBFBD><C6B3><EFBFBD>;
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bool onGameSceneSendCard(void* pData, int nDataSize);
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//<2F>ָ<EFBFBD><D6B8>зֳ<D0B7><D6B3><EFBFBD>;
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bool onGameSceneCallScore(void* pData, int nDataSize);
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//<2F>ָ<EFBFBD><D6B8>ձճ<D5B1><D5B3><EFBFBD>;
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bool onGameSceneFree(void* pData, int nDataSize);
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//<2F><>Ϸ<EFBFBD><CFB7>Ϣ<EFBFBD><CFA2><EFBFBD><EFBFBD>;
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//<2F><>Ϸ<EFBFBD><CFB7>ʼ;
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void onSubGameStart(const void * pBuffer, uint16 wDataSize);
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//<2F><><EFBFBD>ҽз<D2BD>;
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void onSubCallScore(const void * pBuffer, uint16 wDataSize);
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//ׯ<><D7AF><EFBFBD><EFBFBD>Ϣ;
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void onSubBankerInfo(const void * pBuffer, uint16 wDataSize);
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//ׯ<>ҽ<EFBFBD><D2BD><EFBFBD>;
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void onSubCallCard(const void * pBuffer, uint16 wDataSize);
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//<2F><><EFBFBD>ҳ<EFBFBD><D2B3><EFBFBD>;
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void onSubOutCard(const void * pBuffer, uint16 wDataSize);
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//<2F><><EFBFBD>Ҳ<EFBFBD><D2B2><EFBFBD>;
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void onSubPassCard(const void * pBuffer, uint16 wDataSize);
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//<2F><>Ϸ<EFBFBD><CFB7><EFBFBD><EFBFBD>;
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void onSubGameEnd(const void * pBuffer, uint16 wDataSize);
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//<2F><><EFBFBD><EFBFBD><EFBFBD>й<EFBFBD>;
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void onSubTrustee(const void * pBuffer, uint16 wDataSize);
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//<2F><><EFBFBD><EFBFBD>;
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void onSubRanking(const void * pBuffer, uint16 wDataSize);
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//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ;
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void SendPassCall();
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//<2F><>ť<EFBFBD><C5A5><EFBFBD><EFBFBD><EFBFBD>¼<EFBFBD>;
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void onButtonTipClick(Ref*);
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//<2F><><EFBFBD>½зְ<D0B7>ť;
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void updateCallButtons(uint16 wCurChairID, uint8 cbLastCallScore);
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//<2F><><EFBFBD>°<EFBFBD>ť״̬;
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void updateButtonsStatus(uint16 wCurChairID, uint8 cbLeftSeconds, bool bTurnOver = false);
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//<2F><><EFBFBD>س<EFBFBD><D8B3>ư<EFBFBD>ť;
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void hideOutCardButtons();
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//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ư<EFBFBD>ť;
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void checkOutCardButton();
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//<2F><><EFBFBD><EFBFBD>;
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void moveSendCardSprite(Sprite* pCardSprite, uint16 wViewID, float fDelayTime);
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//ѡ<>ƻص<C6BB>;
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void selectCardCallback(uint8* pCardData, uint8 cbCardCount);
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//<2F><><EFBFBD>Ŷ<EFBFBD><C5B6><EFBFBD>;
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void playAnimate(int cbCardType, uint16 wFromChair, uint16 wToChair);
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//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>;
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void playSoundEffect(const int cbCardType, uint8 cbSex = 1, const uint8 cbData = 0, const bool isOutCard = false);
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//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>;
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void PlayGameEndAni(DZ_GAME_END_TYPE enGameEndType, const std::function<void()>& callback);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ<EFBFBD><CFA2><EFBFBD><EFBFBD>
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public:
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virtual void OnEventUserEnter(GamePlayer * pPlayer); //<2F>û<EFBFBD><C3BB><EFBFBD><EFBFBD><EFBFBD>;
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virtual void OnEventUserStatus(GamePlayer * pPlayer); //<2F>û<EFBFBD>״̬;
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virtual void OnEventUserLeave(GamePlayer * pPlayer); //<2F>û<EFBFBD><C3BB>뿪;
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virtual void OnUserScore(GamePlayer* pPlayer); //<2F><><EFBFBD>ҽ<EFBFBD><D2BD>Ҹı<D2B8>;
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virtual Vec2 GetPlayerPosByUserID(uint32 dwUserID); //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>;
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virtual GamePlayer* CreatePlayer(IClientUserItem * pIClientUserItem); //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>;
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virtual void IsSameIp(); //ͬIP<49>ж<EFBFBD>;
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void autoOutCard(); //<2F>Զ<EFBFBD><D4B6><EFBFBD><EFBFBD><EFBFBD>;
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//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>;
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void parseShareContent(std::string& strContent);
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//˽<>˳<EFBFBD>;
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public:
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//˽<>˳<EFBFBD><CBB3><EFBFBD>Ϣ;
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virtual void OnSocketSubPrivateRoomInfo(CMD_GF_Private_Room_Info* pNetInfo);
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//˽<>˳<EFBFBD><CBB3><EFBFBD><EFBFBD><EFBFBD>;
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virtual void OnSocketSubPrivateEnd(void* data, int dataSize);
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//˽<>˳<EFBFBD><CBB3><EFBFBD>ɢ<EFBFBD><C9A2>Ϣ;
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virtual void OnSocketSubPrivateDismissInfo(CMD_GF_Private_Dismiss_Info* pNetInfo);
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//˽<>˳<EFBFBD><CBB3><EFBFBD>ɢ<EFBFBD><C9A2><EFBFBD><EFBFBD>;
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virtual void OnSocketSubPrivateDismissResult(CMD_GF_Private_Dismiss_Result* pNetInfo);
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//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״̬;
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virtual void OnSocketSubPrivateAutoUserStatus(tagAutoUserStatus* pNetInfo){}
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//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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virtual void OnSocketSubPrivateAutoUserReady(CMD_GR_Private_ReadyInfo* pNetInfo){}
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//<2F><>ʾ<EFBFBD><CABE><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ;
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void onEventShowPrivate(cocos2d::EventCustom *event);
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//<2F><>ס<EFBFBD><D7A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ť;
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void OnButtonVoiceTouched(Ref*, Widget::TouchEventType);
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//¼<><C2BC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>;
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public:
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virtual void StartGameRecord();
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virtual void NextRecordAction(float dt);
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// <20>ؼ<EFBFBD><D8BC><EFBFBD><EFBFBD><EFBFBD>;
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private:
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Button* m_btnDismissRoom; //<2F><>ɢ<EFBFBD><C9A2><EFBFBD><EFBFBD>;
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Button* m_btnWeiXin; //<>ŷ<EFBFBD><C5B7><EFBFBD>;
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CMD_GF_Private_Room_Info m_PrivateRoomInfo;
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uint32 m_dwRoomID; //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>;
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Text* m_txtRoomIDTip; //<2F><><EFBFBD><EFBFBD><EFBFBD>ű<EFBFBD><C5B1><EFBFBD>;
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Text* m_txtPrivateRoomID; //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>;
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//ImageView* m_imgRule; //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>;
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Text* m_txtPrivatePlayCount; //<2F><><EFBFBD><EFBFBD>;
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ImageView* m_imgGameRule; //<2F><><EFBFBD><EFBFBD>;
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Sprite* m_imgGameEndAni; //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>;
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Text* m_txtGameRule1; //<2F><><EFBFBD><EFBFBD>;
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Text* m_txtGameRule2; //<2F><><EFBFBD><EFBFBD>;
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Text* m_txtGameRule3; //<2F><><EFBFBD><EFBFBD>;
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Node* m_pVoiceNode; //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>־;
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int m_nVoiceTimeID; //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1>ID;
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//<2F><><EFBFBD><EFBFBD>;
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Node* m_rootNode; //<2F><><EFBFBD><EFBFBD>;
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Button* m_pBtnLeave; //<2F>뿪<EFBFBD><EBBFAA><EFBFBD><EFBFBD>;
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Button* m_pBtnTrustee; //<2F>йܰ<D0B9>ť;
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Button* m_btnChat; //<2F><><EFBFBD><EFBFBD>;
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Button* m_btnVoice; //<2F><><EFBFBD><EFBFBD>;
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DZ_GamePlayer* m_aryPlayer[DZ_GAME_PLAYER]; //<2F><><EFBFBD><EFBFBD>;
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DZ_GamePlayer* m_pLocalPlayer;
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Button* m_pBtnCallScore; //<2F>зְ<D0B7>ť;
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Button* m_pBtnPassCall; //<2F><><EFBFBD>а<EFBFBD>ť;
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Button* m_pBtnCallCard; //<2F><><EFBFBD>ư<EFBFBD>ť;
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Layout* m_pPanelTips; //<2F><>ʾ<EFBFBD><CABE><EFBFBD><EFBFBD>;
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Text* m_txtTip; //<2F><>ʾ<EFBFBD><CABE><EFBFBD><EFBFBD>;
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Layout* m_pPanelCallCard; //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>;
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Layout* m_pPanelCallHandCard; //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>;
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Layout* m_pPanelCallFinished; //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>;
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DZHandCardLayer* m_pCallCardLayer; //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>;
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Button* m_pBtnReady; //<><D7BC><EFBFBD><EFBFBD>ť;
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Button* m_pBtnPass; //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ť;
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Button* m_pBtnTips; //<2F><>ʾ<EFBFBD><CABE>ť;
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Button* m_pBtnOutCard; //<2F><><EFBFBD>ư<EFBFBD>ť;
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Layout* m_pPanleMoveOutCard; //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>;
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Button* m_pbtnCancelTrustee; //<2F>йܰ<D0B9>ť;
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Sprite* m_pSprTips; //<2F><>ʾ<EFBFBD><CABE><EFBFBD><EFBFBD>;
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Layout* m_pPanelTrustee; //<2F><>ʾ<EFBFBD>й<EFBFBD><D0B9><EFBFBD><EFBFBD><EFBFBD>;
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Button* m_pBtnSort; //<2F><><EFBFBD><EFBFBD>;
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DZHandCardLayer* m_pHandCardLayer; //<2F><><EFBFBD>ƿؼ<C6BF>;
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uint8 m_cbTimeOutCard; //<2F><><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1>;
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uint8 m_cbTimeCallScore; //<2F>з<EFBFBD>ʱ<EFBFBD><CAB1>;
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uint8 m_cbTimeStartGame; //<2F><>ʼʱ<CABC><CAB1>;
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uint8 m_cbTimeHeadOutCard; //<2F>״γ<D7B4><CEB3><EFBFBD>ʱ<EFBFBD><CAB1>;
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uint8 m_cbLastOutCardType; //<2F><><EFBFBD><EFBFBD>һ<EFBFBD>γ<EFBFBD><CEB3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>;
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uint8 m_cbBombCount; //ը<><D5A8><EFBFBD><EFBFBD><EFBFBD><EFBFBD>;
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int m_nCellScore; //<2F><><EFBFBD><EFBFBD>;
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uint8 m_cbSearchOutCardIndex; //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>;
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uint16 m_wTurnWiner; //ʤ<><CAA4><EFBFBD><EFBFBD><EFBFBD><EFBFBD>;
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DZ_CMD_C_OutCard m_TurnOutCard; //<2F>ϼҳ<CFBC><D2B3><EFBFBD>;
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DZ_CMD_C_OutCard m_SelfOutCard; //<2F>Լ<EFBFBD><D4BC><EFBFBD>ǰ<EFBFBD><C7B0><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ<EFBFBD><CFA2><EFBFBD><EFBFBD><EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ư<EFBFBD>ť;
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DZ_CMD_C_OutCard m_TipOutCard; //<2F><>ʾ<EFBFBD><CABE><EFBFBD><EFBFBD>;
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bool m_aryTrustee[DZ_GAME_PLAYER]; //<2F>йܱ<D0B9>־;
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bool m_bNobodyCall; //û<><C3BB><EFBFBD><EFBFBD><EFBFBD>ҽ<EFBFBD><D2BD><EFBFBD>;
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bool m_bGameStart; //<2F><>Ϸ<EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD>ʼ;
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uint16 m_wLandChairID; //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>λ<EFBFBD><CEBB>;
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uint16 m_wCurChairID; //<2F><>ǰ<EFBFBD><C7B0><EFBFBD><EFBFBD>λ<EFBFBD><CEBB>;
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uint16 m_wFriendChairID; //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ӻ<EFBFBD>;
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int m_nSort; //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʽ;
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uint8 m_aryHandCardData[DZ_MAX_COUNT]; //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>е<EFBFBD><D0B5><EFBFBD>;
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uint8 m_aryAllHandCardData[DZ_GAME_PLAYER][DZ_MAX_COUNT];
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uint8 m_aryHandCardCount[DZ_GAME_PLAYER]; //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƶ<EFBFBD><C6B5><EFBFBD><EFBFBD><EFBFBD>;
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uint8 m_aryTempCardCount[DZ_GAME_PLAYER]; //<2F><>Ϸ<EFBFBD><CFB7>ʼʱ<CABC><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>;
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std::string m_strGameRuleInfo;
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DZ_CGameLogic m_GameLogic;
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DZGameEndNode* m_pResultLayer; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>;
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DZPrivateEndNode* m_pPrivateScene; // ˽<>˳<EFBFBD><CBB3><EFBFBD><EFBFBD><EFBFBD>;
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// localZOrder <20>㼶;
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enum DZ_ZOrder
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{
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DZ_ZO_DEFAULT = 0, // Ĭ<><C4AC>;
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DZ_ZO_CARDMANAGER, // <20>齫<EFBFBD><E9BDAB><EFBFBD><EFBFBD><EFBFBD><EFBFBD>;
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DZ_ZO_UPDOWN, // <20><><EFBFBD>·<EFBFBD>;
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DZ_ZO_ANI, // <20><><EFBFBD><EFBFBD>;
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DZ_ZO_TRUSTEE, // <20>й<EFBFBD>;
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DZ_ZO_END, // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>;
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DZ_ZO_PRIVATE, // ˽<>˳<EFBFBD><CBB3><EFBFBD><EFBFBD><EFBFBD>;
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};
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};
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}
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