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@@ -41,7 +41,7 @@ namespace GFGGame
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public void InitLayer(ItemCfg itemCfg, int layerId)
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{
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- Debug.Log($"add InitLayer {itemCfg.id} layerId {layerId}");
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+ //LogHelper.LogEditor($"add InitLayer {itemCfg.id} layerId {layerId}");
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this.itemCfg = itemCfg;
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this.layerId = layerId;
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actionType = EAction.Layer;
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@@ -49,13 +49,13 @@ namespace GFGGame
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public void InitBody()
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{
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- Debug.Log("update InitBody");
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+ //LogHelper.LogEditor("update InitBody");
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actionType = EAction.Body;
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}
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public void InitHead()
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{
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- Debug.Log("update InitHead");
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+ //LogHelper.LogEditor("update InitHead");
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actionType = EAction.Head;
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}
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internal override bool CheckRepeated(DressUpOperationBase t)
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@@ -177,8 +177,8 @@ namespace GFGGame
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}
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if(_steps == EDressUpSteps.PreDrawing)
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{
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- //Debug.Log($"preRendering {preRendering} {resPath} {TimeHelper.ClientNow()}");
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- if(preRendering <= 0)
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+ //LogHelper.LogEditor($"preRendering {preRendering} {resPath} {TimeHelper.ClientNow()}");
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+ if (preRendering <= 0)
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{
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_steps = EDressUpSteps.Done;
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Status = EOperationStatus.Succeed;
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@@ -231,7 +231,7 @@ namespace GFGGame
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preRendering = PRE_RENDER_FRAME;
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//预渲染
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PrefabManager.Instance.PreDraw(resPath);
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- //Debug.Log($"PreDraw {resPath} {TimeHelper.ClientNow()}");
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+ //LogHelper.LogEditor($"PreDraw {resPath} {TimeHelper.ClientNow()}");
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return;
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}
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}
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@@ -242,7 +242,7 @@ namespace GFGGame
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private void UpdateLayer()
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{
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- Debug.Log($"add UpdateLayer {itemCfg.id} layerId {layerId}");
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+ //LogHelper.LogEditor($"add UpdateLayer {itemCfg.id} layerId {layerId}");
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int sortingOrder = ItemTypeCfgArray.Instance.GetSortingOrder(itemCfg.subType, layerId);
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//清理旧的
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var spritObjName = string.Format(DressUpUtil.FORMAT_SPRITE_NAME, itemCfg.subType, layerId);
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@@ -272,7 +272,7 @@ namespace GFGGame
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private void UpdateBody()
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{
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- Debug.Log("update UpdateBody");
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+ //LogHelper.LogEditor("update UpdateBody");
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var spritObjName = DressUpUtil.BODY_SPRITE_NAME;
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var aniObjName = DressUpUtil.BODY_ANIMATION_NAME;
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var effectObjName = DressUpUtil.BODY_EFFECT_OBJ_NAME;
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@@ -304,7 +304,7 @@ namespace GFGGame
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private void UpdateHead()
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{
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- Debug.Log("update UpdateHead");
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+ LogHelper.LogEditor("update UpdateHead");
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var spritObjName = DressUpUtil.HEAD_SPRITE_NAME;
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int sortingOrder = 1;
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Transform transform_t = parentObj.transform.Find(spritObjName);
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