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@@ -11,7 +11,9 @@ namespace GFGGame
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private UI_LuckBoxBonusShowUI _ui;
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private List<ItemData> _rewardList = new List<ItemData>();
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// private List<GameObject> _gameobjects = new List<GameObject>();
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- private Dictionary<int, Dictionary<int, EffectUI>> _effList = new Dictionary<int, Dictionary<int, EffectUI>>();
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+ //private Dictionary<int, Dictionary<int, EffectUI>> _effList = new Dictionary<int, Dictionary<int, EffectUI>>();
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+ private Dictionary<int, EffectUI> _effList = new Dictionary<int, EffectUI>();
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+ private int countEff = 0;
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private EffectUI _effectUI1;
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private EffectUI _effectUI2;
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@@ -27,23 +29,6 @@ namespace GFGGame
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// SceneController.DestroyObjectFromView(_gameobjects[i], _wrappers[i]);
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// }
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- foreach (int key in _effList.Keys)
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- {
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- foreach (int key1 in _effList[key].Keys)
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- {
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- EffectUIPool.Recycle(_effList[key][key1]);
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- _effList[key][key1] = null;
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- }
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- }
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- _effList.Clear();
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- EffectUIPool.Recycle(_effectUI1);
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- _effectUI1 = null;
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- EffectUIPool.Recycle(_effectUI2);
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- _effectUI2 = null;
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- EffectUIPool.Recycle(_effectUI3);
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- _effectUI3 = null;
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- EffectUIPool.Recycle(_effectUI4);
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- _effectUI4 = null;
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if (_ui != null)
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{
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@@ -93,6 +78,22 @@ namespace GFGGame
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protected override void OnHide()
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{
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+ for (int key = 0; key < _effList.Count; key++)
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+ {
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+ EffectUIPool.Recycle(_effList[key]);
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+ _effList[key] = null;
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+ }
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+ countEff = 0;
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+ _effList.Clear();
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+ EffectUIPool.Recycle(_effectUI1);
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+ _effectUI1 = null;
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+ EffectUIPool.Recycle(_effectUI2);
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+ _effectUI2 = null;
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+ EffectUIPool.Recycle(_effectUI3);
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+ _effectUI3 = null;
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+ EffectUIPool.Recycle(_effectUI4);
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+ _effectUI4 = null;
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+
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base.OnHide();
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_rewardList.Clear();
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GetSuitItemController.TryShow(0);
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@@ -111,15 +112,12 @@ namespace GFGGame
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string resPath = itemCfg.rarity == ConstDressRarity.Rarity_TIANYI ? "CK_all_01" : "CK_all_02";
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- if (countType == 10 && itemCfg.rarity > 2 && (!_effList.ContainsKey(itemCfg.rarity) || !_effList[itemCfg.rarity].ContainsKey(index)))
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+ if (countType == 10 && itemCfg.rarity > 2 )//&& (!_effList.ContainsKey(itemCfg.rarity) || !_effList[itemCfg.rarity].ContainsKey(index)))
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{
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- if (!_effList.ContainsKey(itemCfg.rarity))
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- {
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- _effList[itemCfg.rarity] = new Dictionary<int, EffectUI>();
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- }
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GGraph holder = itemCfg.rarity == 3 ? item.m_comIcon.m_holder : item.m_comIcon.m_holder1;
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EffectUI _effectUI = EffectUIPool.CreateEffectUI(holder, "ui_LuckyBox", resPath);
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- _effList[itemCfg.rarity][index] = _effectUI;
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+ _effList.Add(countEff , _effectUI);
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+ countEff += 1;
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}
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if (countType == 1 && itemCfg.rarity > 2 && _effectUI4 == null)
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{
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