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				@@ -240,7 +240,8 @@ namespace GFGGame 
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				         } 
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				         private void UpdateAddUI(RoleSkillCfg cfg, int role) 
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				         { 
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				-            UI_ComRoleSkillScore comRoleSkillScore = role == SkillDataManager.MINE ? _ui.m_ComRoleSkillMineAdd : _ui.m_ComRoleSkillNpcAdd; 
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				+            UI_ComRoleSkill comRoleSkillScore = role == SkillDataManager.MINE ? _ui.m_ComRoleSkillMineAdd : _ui.m_ComRoleSkillNpcAdd; 
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				+            comRoleSkillScore.target.visible = true; 
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				             int score = 0; 
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				             if (role == SkillDataManager.MINE) 
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				             { 
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				@@ -252,9 +253,12 @@ namespace GFGGame 
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				                 score = (int)_targetMainScore * cfg.value / 100; 
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				                 _targetScore += score; 
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				             } 
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				-            comRoleSkillScore.m_comRoleSkill.m_c1.selectedIndex = 0; 
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				-            comRoleSkillScore.m_comRoleSkill.m_txtScore.SetVar("count", score.ToString()).FlushVars(); 
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				-            comRoleSkillScore.m_t0.Play(); 
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				+            // comRoleSkillScore.m_comRoleSkill.m_c1.selectedIndex = 0; 
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				+            comRoleSkillScore.m_txtScore.SetVar("count", score.ToString()).FlushVars(); 
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				+            comRoleSkillScore.m_t0.Play(() => 
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				+                { 
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				+                    comRoleSkillScore.target.visible = false; 
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				+                }); 
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				             UpdateProgressBar(); 
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				@@ -277,8 +281,9 @@ namespace GFGGame 
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				                     return; 
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				                 } 
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				-                UI_ComRoleSkillScore comRoleSkillScore = role == SkillDataManager.MINE ? _ui.m_ComRoleSkillNpcMinus : _ui.m_ComRoleSkillMineMinus; 
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				- 
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				+                UI_ComRoleSkill1 comRoleSkillScore = role == SkillDataManager.MINE ? _ui.m_ComRoleSkillNpcMinus : _ui.m_ComRoleSkillMineMinus; 
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				+                comRoleSkillScore.target.visible = true; 
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				+                comRoleSkillScore.m_c1.selectedIndex = role == SkillDataManager.MINE ? 0 : 1; 
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				                 int score = 0; 
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				                 if (role == SkillDataManager.MINE) 
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				                 { 
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				@@ -292,9 +297,24 @@ namespace GFGGame 
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				                     _score -= score; 
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				                 } 
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				-                comRoleSkillScore.m_comRoleSkill.m_c1.selectedIndex = 1; 
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				-                comRoleSkillScore.m_comRoleSkill.m_txtScore.SetVar("count", score.ToString()).FlushVars(); 
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				-                comRoleSkillScore.m_t1.Play(); 
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				+                // comRoleSkillScore.m_comRoleSkill.m_c1.selectedIndex = 1; 
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				+                comRoleSkillScore.m_txtScore.SetVar("count", score.ToString()).FlushVars(); 
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				+                if (role == SkillDataManager.MINE) 
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				+                { 
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				+ 
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				+                    comRoleSkillScore.m_t0.Play(() => 
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				+                    { 
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				+                        comRoleSkillScore.target.visible = false; 
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				+                    }); 
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				+                } 
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				+                else 
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				+                { 
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				+                    comRoleSkillScore.m_t1.Play(() => 
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				+                { 
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				+                    comRoleSkillScore.target.visible = false; 
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				+                }); 
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				+                } 
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				+ 
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				                 UpdateProgressBar(); 
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				             }); 
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				@@ -362,10 +382,10 @@ namespace GFGGame 
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				             _ui.m_ComShieldNpc.target.visible = false; 
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				             _ui.m_ComShieldMine.target.visible = false; 
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				-            _ui.m_ComRoleSkillMineAdd.m_comRoleSkill.target.visible = false; 
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				-            _ui.m_ComRoleSkillMineMinus.m_comRoleSkill.target.visible = false; 
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				-            _ui.m_ComRoleSkillNpcAdd.m_comRoleSkill.target.visible = false; 
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				-            _ui.m_ComRoleSkillNpcMinus.m_comRoleSkill.target.visible = false; 
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				+            _ui.m_ComRoleSkillMineAdd.target.visible = false; 
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				+            _ui.m_ComRoleSkillMineMinus.target.visible = false; 
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				+            _ui.m_ComRoleSkillNpcAdd.target.visible = false; 
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				+            _ui.m_ComRoleSkillNpcMinus.target.visible = false; 
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				             RoleSkillCfg[] roleSkillCfgs = RoleSkillCfgArray.Instance.dataArray; 
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				             for (int i = 0; i < roleSkillCfgs.Length; i++) 
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