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@@ -24,6 +24,7 @@ namespace GFGGame
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private int _index;
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private bool _canRenew;
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+ private bool touchClick = true;
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public override void Dispose()
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{
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@@ -63,7 +64,7 @@ namespace GFGGame
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isReturnView = true;
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// this.clickBlankToClose = false;
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_valueBarController = new ValueBarController(_ui.m_valueBar);
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- _dressUpObjUI = new DressUpObjUI("SceneSuitFoster");
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+ //_dressUpObjUI = new DressUpObjUI("SceneSuitFoster");
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_ui.m_btnBack.onClick.Add(OnClickBtnBack);
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_ui.m_comRenewReward.target.onClick.Add(OnClickRenewRewardItem);
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@@ -125,6 +126,7 @@ namespace GFGGame
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base.OnHide();
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_valueBarController.OnHide();
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Timers.inst.Remove(CheckGuide);
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+ Timers.inst.Remove(OnTimerUpDate);
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}
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protected override void RemoveEventListener()
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@@ -172,12 +174,25 @@ namespace GFGGame
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_ui.m_btnLeft.visible = (index - 1 >= 0);
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}
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+ private void OnTimerUpDate(object param = null)
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+ {
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+ touchClick = true;
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+ _dressUpObjUI.UpdateWrapper(_ui.m_holder);
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+ }
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private void UpdateSuitView(bool isPic = true)
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{
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SuitCfg suitCfg = CommonDataManager.Tables.TblSuitCfg.GetOrDefault(_suitId);
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_ui.m_txtName.text = suitCfg.Name;
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+ if (_dressUpObjUI != null)
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+ {
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+ _dressUpObjUI.Dispose();
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+ _dressUpObjUI = null;
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+ }
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+
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+ _dressUpObjUI = new DressUpObjUI("SceneSuitFoster");
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+
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// 使用异步方式重置场景对象
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_dressUpObjUI.ResetSceneObjAsync(100, false, true, null, false, (sceneObj) =>
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{
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@@ -185,7 +200,8 @@ namespace GFGGame
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{
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// 场景对象加载完成后穿上套装
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_dressUpObjUI.dressUpObj.PutOnSuitCfg(_suitId, isPic, new int[] { ConstDressUpItemType.BEI_JING });
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- _dressUpObjUI.UpdateWrapper(_ui.m_holder);
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+ Timers.inst.Add(1f, 1, OnTimerUpDate);
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+
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}
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else
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{
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@@ -196,6 +212,8 @@ namespace GFGGame
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private void OnClickBtnDirection(int direction)
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{
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+ if (!touchClick) return;
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+ touchClick = false;
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int index = _suitIds.IndexOf(_suitId);
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int targetIndex = index + direction;
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if (targetIndex >= 0 && direction == -1 || targetIndex < _suitIds.Count && direction == 1)
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