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@@ -92,7 +92,7 @@ namespace GFGGame
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_mainScore = ScoreSystemData.Instance.GetMainScore();
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_mainScore = ScoreSystemData.Instance.GetMainScore();
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_targetMainScore = fightCfg.targetMainScore;
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_targetMainScore = fightCfg.targetMainScore;
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- Timers.inst.Add(0.5f, 1, CircleScoreStart);//评分结束
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+ Timers.inst.Add(0.5f, 1, CircleScoreStart);//评分开始
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}
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}
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private void UpdateNormal()
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private void UpdateNormal()
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{
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{
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@@ -101,7 +101,6 @@ namespace GFGGame
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for (int i = 0; i < roleSkillCfgs.Length; i++)
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for (int i = 0; i < roleSkillCfgs.Length; i++)
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{
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{
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GComponent btnSkill = _ui.target.GetChild("btnSkill" + i).asCom;
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GComponent btnSkill = _ui.target.GetChild("btnSkill" + i).asCom;
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- // btnSkill.GetTransition("t0").Play(1, 0, null);
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}
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}
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}
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}
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@@ -124,6 +123,7 @@ namespace GFGGame
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}
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}
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+ //更新部件评分结果,播放结果动画
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private void UpdateCircleResult()
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private void UpdateCircleResult()
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{
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{
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int partId = FightScoreCfgArray.Instance.dataArray[_index].id;
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int partId = FightScoreCfgArray.Instance.dataArray[_index].id;
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@@ -141,9 +141,10 @@ namespace GFGGame
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EquipDataCache.cacher.npcTotalScore = (int)Math.Round(_targetScore);
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EquipDataCache.cacher.npcTotalScore = (int)Math.Round(_targetScore);
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UpdateProgressBar();
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UpdateProgressBar();
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- PlayScoreAni();
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ReleaseNpcSkill();
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ReleaseNpcSkill();
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+ PlayScoreAni();
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}
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}
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+ //顶部评分进度条
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private void UpdateProgressBar()
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private void UpdateProgressBar()
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{
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{
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_ui.m_proScore.m_txtMineScore.text = ((int)_score).ToString();
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_ui.m_proScore.m_txtMineScore.text = ((int)_score).ToString();
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@@ -151,6 +152,14 @@ namespace GFGGame
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double value = _score / (_score + _targetScore) * _ui.m_proScore.target.max;
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double value = _score / (_score + _targetScore) * _ui.m_proScore.target.max;
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_ui.m_proScore.target.TweenValue(value, 0.5f);
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_ui.m_proScore.target.TweenValue(value, 0.5f);
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}
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}
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+ //释放NPC技能
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+ private void ReleaseNpcSkill()
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+ {
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+ if (_npcSkillDic.ContainsKey(_index))
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+ {
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+ SetSkillValue(_npcSkillDic[_index], SkillDataManager.NPC);
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+ }
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+ }
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private void PlayScoreAni()
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private void PlayScoreAni()
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{
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{
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_ui.m_comMineCircle.target.visible = true;
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_ui.m_comMineCircle.target.visible = true;
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@@ -163,6 +172,7 @@ namespace GFGGame
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}
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}
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private void CircleScoreEnd()
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private void CircleScoreEnd()
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{
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{
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+ //当前部件评分结束
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_index++;
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_index++;
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if (_index >= FightScoreCfgArray.Instance.dataArray.Length)
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if (_index >= FightScoreCfgArray.Instance.dataArray.Length)
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{
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{
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@@ -175,13 +185,7 @@ namespace GFGGame
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Timers.inst.Add(0.5f, 1, CircleScoreStart);//评分结束
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Timers.inst.Add(0.5f, 1, CircleScoreStart);//评分结束
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}
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}
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}
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}
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- private void ReleaseNpcSkill()
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- {
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- if (_npcSkillDic.ContainsKey(_index))
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- {
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- SetSkillValue(_npcSkillDic[_index], SkillDataManager.NPC);
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- }
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- }
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+
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/***************************************************主动技能**************************************************/
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/***************************************************主动技能**************************************************/
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