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				@@ -20,67 +20,6 @@ namespace GFGGame 
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				         public const string FORMAT_ANIMATION_NAME = "T{0}_a{1}"; 
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				         public const string FORMAT_EFFECT_OBJ_NAME = "T{0}_e{1}"; 
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				-        //public static void AddItem(int itemID, GameObject sceneObj, bool needSetMask = false, bool showAni = true, GameObject parentObj = null, int resLayer = 0) 
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				-        //{ 
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				-        //    ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemID); 
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				-        //    if (itemCfg == null) return; 
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				- 
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				-        //    if (parentObj == null) 
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				-        //    { 
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				-        //        if (itemCfg.subType == ConstDressUpItemType.BEI_JING || DressUpMenuItemCfg1Array.Instance.CheckIsSceneTypeBySubType(itemCfg.subType)) 
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				-        //        { 
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				-        //            parentObj = sceneObj; 
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				-        //        } 
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				-        //        else 
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				-        //        { 
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				-        //            //角色 
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				-        //            Transform role = sceneObj.transform.Find(ROLE_OBJ_NAME); 
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				-        //            parentObj = role.gameObject; 
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				-        //        } 
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				-        //    } 
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				-        //    showAni = showAni || itemCfg.subType == ConstDressUpItemType.ZHUANG_RONG; 
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				-        //    if (resLayer > 0) 
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				-        //    { 
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				-        //        string layerName = ""; 
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				-        //        switch (resLayer) 
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				-        //        { 
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				-        //            case 1: 
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				-        //                layerName = itemCfg.resLayer1; 
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				-        //                break; 
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				-        //            case 2: 
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				-        //                layerName = itemCfg.resLayer2; 
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				-        //                break; 
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				-        //            case 3: 
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				-        //                layerName = itemCfg.resLayer3; 
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				-        //                break; 
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				-        //        } 
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				-        //        if (!string.IsNullOrEmpty(layerName)) 
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				-        //        { 
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				-        //            UpdateLayerRes(itemCfg, parentObj, resLayer, needSetMask, showAni); 
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				-        //        } 
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				-        //    } 
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				-        //    else 
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				-        //    { 
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				-        //        //普通层 
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				-        //        if (!string.IsNullOrEmpty(itemCfg.resLayer1)) 
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				-        //        { 
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				-        //            UpdateLayerRes(itemCfg, parentObj, 1, needSetMask, showAni); 
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				-        //        } 
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				-        //        //第二层 
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				-        //        if (!string.IsNullOrEmpty(itemCfg.resLayer2)) 
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				-        //        { 
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				- 
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				-        //            UpdateLayerRes(itemCfg, parentObj, 2, needSetMask, showAni); 
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				-        //        } 
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				-        //        //第三层 
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				-        //        if (!string.IsNullOrEmpty(itemCfg.resLayer3)) 
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				-        //        { 
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				- 
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				-        //            UpdateLayerRes(itemCfg, parentObj, 3, needSetMask, showAni); 
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				-        //        } 
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				-        //    } 
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				-        //} 
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				- 
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				         public static List<DressUpLayerOperation> AddItemAsync(int itemID, GameObject sceneObj, bool needSetMask = false, bool showAni = true, GameObject parentObj = null, int resLayer = 0) 
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				         { 
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				             ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemID); 
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				@@ -213,32 +152,6 @@ namespace GFGGame 
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				             return operation; 
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				         } 
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				-        //public static void UpdateHead(bool show, GameObject sceneObj, bool needSetMask = false, GameObject parentObj = null) 
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				-        //{ 
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				-        //    var roleTf = sceneObj.transform.Find(ROLE_OBJ_NAME); 
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				-        //    parentObj = parentObj == null ? roleTf.gameObject : parentObj; 
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				-        //    string resPath = ResPathUtil.GetDressUpPath(HEAD_DEFAULT_RES_NAME); 
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				- 
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				-        //    Transform transform_t = parentObj.transform.Find(HEAD_SPRITE_NAME); 
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				-        //    if (show) 
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				-        //    { 
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				-        //        if (transform_t != null) 
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				-        //        { 
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				-        //            transform_t.gameObject.SetActive(true); 
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				-        //            return; 
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				-        //        } 
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				-        //        AddSpriteObj(resPath, HEAD_SPRITE_NAME, parentObj, 1, needSetMask); 
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				-        //    } 
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				-        //    else 
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				-        //    { 
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				-        //        if (transform_t == null) 
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				-        //        { 
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				-        //            return; 
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				-        //        } 
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				-        //        transform_t.gameObject.SetActive(false); 
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				-        //    } 
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				-        //} 
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				- 
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				         public static DressUpLayerOperation UpdateHeadAsync(bool show, GameObject sceneObj, bool needSetMask = false, GameObject parentObj = null) 
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				         { 
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				             var roleTf = sceneObj.transform.Find(ROLE_OBJ_NAME); 
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				@@ -256,52 +169,6 @@ namespace GFGGame 
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				             return handler; 
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				         } 
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				-        //public static void UpdateBody(string actionRes, GameObject sceneObj, bool needSetMask = false, GameObject parentObj = null) 
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				-        //{ 
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				-        //    //角色 
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				-        //    var roleTf = sceneObj.transform.Find(ROLE_OBJ_NAME); 
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				-        //    parentObj = parentObj == null ? roleTf.gameObject : parentObj; 
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				- 
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				-        //    var extPng = "png"; 
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				-        //    if (!string.IsNullOrEmpty(actionRes)) 
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				-        //    { 
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				-        //        string resPath = ResPathUtil.GetDressUpAnimationPath(actionRes); 
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				-        //        if (GetGameObjExisted(parentObj, BODY_ANIMATION_NAME, resPath) != null) 
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				-        //        { 
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				-        //            return; 
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				-        //        } 
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				-        //    } 
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				-        //    else 
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				-        //    { 
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				-        //        string resPath = ResPathUtil.GetDressUpPath(BODY_DEFAULT_RES_NAME, extPng); 
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				-        //        if (GetGameObjExisted(parentObj, BODY_SPRITE_NAME, resPath) != null) 
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				-        //        { 
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				-        //            return; 
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				-        //        } 
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				-        //    } 
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				- 
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				-        //    var removeBodyAni = TryRemoveObj(parentObj, BODY_ANIMATION_NAME); 
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				-        //    TryRemoveObj(parentObj, BODY_EFFECT_OBJ_NAME); 
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				-        //    TryRemoveObj(parentObj, BODY_SPRITE_NAME); 
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				-        //    if (!string.IsNullOrEmpty(actionRes)) 
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				-        //    { 
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				- 
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				-        //        string aniResPath = ResPathUtil.GetDressUpAnimationPath(actionRes); 
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				-        //        var addAniObj = AddAnimationObj(aniResPath, BODY_ANIMATION_NAME, parentObj, 0); 
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				-        //        //特效 
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				-        //        var resPath = ResPathUtil.GetDressUpEffectPath(actionRes, addAniObj != null); 
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				-        //        TryAddEffectObj(resPath, BODY_EFFECT_OBJ_NAME, parentObj, 0); 
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				-        //    } 
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				-        //    else 
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				-        //    { 
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				-        //        AddSpriteObj(ResPathUtil.GetDressUpPath(BODY_DEFAULT_RES_NAME), BODY_SPRITE_NAME, parentObj, 0, needSetMask); 
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				-        //        if (removeBodyAni) 
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				-        //        { 
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				-        //            parentObj.transform.SetPositionAndRotation(new Vector3(), new Quaternion()); 
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				-        //        } 
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				-        //    } 
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				-        //} 
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				- 
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				         public static DressUpLayerOperation UpdateBodyAsync(string actionRes, GameObject sceneObj, bool needSetMask = false, GameObject parentObj = null) 
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				         { 
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				             //角色 
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				@@ -348,80 +215,6 @@ namespace GFGGame 
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				             return handler; 
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				         } 
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				-        //private static void UpdateLayerRes(ItemCfg itemCfg, GameObject parentObj, int layerId, bool needSetMask, bool showAni = true) 
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				-        //{ 
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				-        //    string res = ResPathUtil.GetDressUpItemLayerRes(itemCfg, layerId); 
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				-        //    string resPath = ResPathUtil.GetDressUpPath(itemCfg, layerId); 
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				-        //    int sortingOrder = ItemTypeCfgArray.Instance.GetSortingOrder(itemCfg.subType, layerId); 
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				- 
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				-        //    //清理旧的 
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				-        //    var spritObjName = string.Format(FORMAT_SPRITE_NAME, itemCfg.subType, layerId); 
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				-        //    TryRemoveObj(parentObj, spritObjName); 
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				-        //    var objName = string.Format(FORMAT_ANIMATION_NAME, itemCfg.subType, layerId); 
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				-        //    TryRemoveObj(parentObj, objName); 
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				-        //    string ext = ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType); 
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				-        //    GameObject spriteObj = null; 
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				-        //    if (DressUpMenuItemCfg1Array.Instance.CheckIsDefaultType(itemCfg.subType)) 
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				-        //    { 
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				-        //        //默认类型的部件需要先添加静态图,防止加载动画有延迟,出现光头 
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				-        //        spriteObj = AddSpriteObj(resPath, spritObjName, parentObj, sortingOrder, needSetMask); 
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				-        //    } 
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				- 
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				-        //    GameObject addAniObj = null; 
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				-        //    if (showAni) 
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				-        //    { 
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				-        //        string aniResPath = ResPathUtil.GetDressUpAnimationPath(res); 
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				-        //        addAniObj = AddAnimationObj(aniResPath, objName, parentObj, sortingOrder); 
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				-        //        if (addAniObj != null && spriteObj != null) 
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				-        //        { 
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				-        //            var dressUpPart = addAniObj.GetComponent<DressUpPart>(); 
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				-        //            if (dressUpPart == null) 
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				-        //            { 
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				-        //                dressUpPart = addAniObj.AddComponent<DressUpPart>(); 
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				-        //            } 
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				-        //            dressUpPart.OnTimer = (obj) => 
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				-        //            { 
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				-        //                if (parentObj != null && parentObj.transform != null) 
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				-        //                { 
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				-        //                    string resPath = ResPathUtil.GetDressUpPath(itemCfg, layerId); 
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				-        //                    spriteObj = GetGameObjExisted(parentObj, spritObjName, resPath); 
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				-        //                    if (spriteObj != null) 
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				-        //                    { 
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				-        //                        PrefabManager.Instance.Restore(spriteObj); 
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				-        //                    } 
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				- 
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				-        //                    //Transform tf = parentObj.transform.Find(spritObjName); 
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				-        //                    //if (tf != null && tf.gameObject != null && tf.gameObject.activeInHierarchy) 
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				-        //                    //{ 
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				-        //                    //    var assetDisposer = tf.gameObject.GetComponent<AssetReleaser>(); 
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				-        //                    //    if (assetDisposer != null) 
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				-        //                    //    { 
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				-        //                    //        if (!string.IsNullOrEmpty(assetDisposer.resPath)) 
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				-        //                    //        { 
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				-        //                    //            string resPath = ResPathUtil.GetDressUpPath(itemCfg, layerId); 
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				-        //                    //            if (assetDisposer.resPath == resPath) 
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				-        //                    //            { 
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				-        //                    //                TryRemoveObj(parentObj, spritObjName); 
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				-        //                    //            } 
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				-        //                    //        } 
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				-        //                    //    } 
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				-        //                    //} 
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				-        //                } 
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				-        //            }; 
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				-        //            Timers.inst.Add(0.03f, 1, dressUpPart.OnTimer); 
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				-        //        } 
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				-        //    } 
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				-        //    if (spriteObj == null && addAniObj == null) 
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				-        //    { 
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				-        //        //如果两个都没有,就添加静态图 
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				-        //        spriteObj = AddSpriteObj(resPath, spritObjName, parentObj, sortingOrder, needSetMask); 
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				-        //    } 
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				-        //    objName = string.Format(FORMAT_EFFECT_OBJ_NAME, itemCfg.subType, layerId); 
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				-        //    TryRemoveObj(parentObj, objName); 
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				-        //    resPath = ResPathUtil.GetDressUpEffectPath(res, addAniObj != null); 
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				 | 
				 | 
			
			
				-        //    TryAddEffectObj(resPath, objName, parentObj, sortingOrder); 
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				 | 
				 | 
			
			
				-        //} 
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				 | 
				 | 
			
			
				- 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				         private static DressUpLayerOperation UpdateLayerResAsync(ItemCfg itemCfg, GameObject parentObj, int layerId, bool needSetMask, bool showAni = true) 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				         { 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				             string res = ResPathUtil.GetDressUpItemLayerRes(itemCfg, layerId); 
			 | 
		
	
	
		
			
				| 
					
				 | 
			
			
				@@ -524,15 +317,24 @@ namespace GFGGame 
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				 | 
			
			
				                 return gameObj; 
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				 | 
				 | 
			
			
				             } 
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				 | 
				 | 
			
			
				             gameObj = PrefabManager.Instance.SpawnSync(resPath); 
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				 | 
				 | 
			
			
				-            if(gameObj == null) 
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				 | 
				 | 
			
			
				+            if (gameObj == null) 
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				 | 
				 | 
			
			
				             { 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				                 return null; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				             } 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				             if (objName == BODY_ANIMATION_NAME) 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				             { 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+                DressUpBodyOffsetInfo dressUpBodyOffsetInfo = gameObj.GetComponent<DressUpBodyOffsetInfo>(); 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+                if(dressUpBodyOffsetInfo == null) 
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				 | 
				 | 
			
			
				+                { 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+                    dressUpBodyOffsetInfo = gameObj.AddComponent<DressUpBodyOffsetInfo>(); 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+                    dressUpBodyOffsetInfo.OffsetPosition = gameObj.transform.localPosition; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+                    dressUpBodyOffsetInfo.Rotation = gameObj.transform.localRotation; 
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				 | 
				 | 
			
			
				+                } 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				                 //如果是动作动画,就根据动画位置及角度信息设置给Role对象 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				-                parentObj.transform.SetPositionAndRotation(gameObj.transform.localPosition, gameObj.transform.localRotation); 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				-                gameObj.transform.SetPositionAndRotation(new Vector3(), new Quaternion()); 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+                parentObj.transform.SetPositionAndRotation(dressUpBodyOffsetInfo.OffsetPosition, dressUpBodyOffsetInfo.Rotation); 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+                gameObj.transform.localPosition = Vector3.zero; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+                gameObj.transform.rotation = Quaternion.identity; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+                //.SetPositionAndRotation(Vector3.zero, Quaternion.identity);  
			 | 
		
	
		
			
				 | 
				 | 
			
			
				             } 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				             gameObj.name = objName; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				             gameObj.transform.SetParent(parentObj.transform, false); 
			 | 
		
	
	
		
			
				| 
					
				 | 
			
			
				@@ -649,18 +451,14 @@ namespace GFGGame 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				         { 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				             int index = resPath.LastIndexOf('.'); 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				             resPath = resPath.Substring(0, index) + ".bytes"; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				-            //resPath = resPath.Replace(".png", ".bytes"); 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				-            //resPath = resPath.Replace(".jpg", ".bytes"); 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				             if (YooAssets.CheckResExist(resPath)) 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				             { 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				-                //var asset = GFGAsset.Load<TextAsset>(resPath); 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				                 var handle = YooAssets.LoadAssetSync<TextAsset>(resPath); 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				                 TextAsset asset = handle.AssetObject as TextAsset; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				                 var st = new MemoryStream(asset.bytes); 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				                 var br = new BinaryReader(st); 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				                 tx = br.ReadInt32() / 100f; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				                 ty = -br.ReadInt32() / 100f; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				-                //GFGAsset.Release(resPath); 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				                 handle.Release(); 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				             } 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				             else 
			 | 
		
	
	
		
			
				| 
					
				 | 
			
			
				@@ -706,23 +504,6 @@ namespace GFGGame 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				                 } 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				             } 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				         } 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				-        //public static void SetSpriteRenderSortingOrder(GameObject gameObj, int sortingOrder, bool isAdd = false) 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				-        //{ 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				-        //    SpriteRenderer[] spriteRenders = gameObj.transform.GetComponentsInChildren<SpriteRenderer>(); 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				-        //    for (int i = 0; i < spriteRenders.Length; i++) 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				-        //    { 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				- 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				-        //        if (isAdd) 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				-        //        { 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				-        //            spriteRenders[i].sortingOrder = spriteRenders[i].sortingOrder + sortingOrder; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				-        //        } 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				-        //        else 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				-        //        { 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				- 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				-        //            spriteRenders[i].sortingOrder = sortingOrder; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				-        //        } 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				-        //    } 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				-        //} 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				     } 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				  
			 | 
		
	
		
			
				 | 
				 | 
			
			
				 } 
			 |