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@@ -253,33 +253,51 @@ namespace GFGGame
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private void UpdateConsume()
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private void UpdateConsume()
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{
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{
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+ int consumeId;
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+ int[][] itemsArr;
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+ int consumeCount;
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DecomposeCfg cfg = DecomposeCfgArray.Instance.GetCfg(_curRarity);
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DecomposeCfg cfg = DecomposeCfgArray.Instance.GetCfg(_curRarity);
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- ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(cfg.consumeId);
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- _ui.m_listReward.numItems = _decomposeCount > 0 ? cfg.itemsArr.Length : 0;
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+ if (_ui.m_c1.selectedIndex == 0)
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+ {
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+ DecomposeCfg decomposeCfg = DecomposeCfgArray.Instance.GetCfg(_curRarity);
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+ consumeId = decomposeCfg.consumeId;
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+ itemsArr = decomposeCfg.itemsArr;
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+ consumeCount = decomposeCfg.consumeCount;
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+ }
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+ else
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+ {
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+ DecomposeSkillCfg decomposeSkillCfg = DecomposeSkillCfgArray.Instance.GetCfg(_curRarity);
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+ consumeId = decomposeSkillCfg.consumeId;
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+ itemsArr = decomposeSkillCfg.itemsArr;
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+ consumeCount = decomposeSkillCfg.consumeCount;
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+ }
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+
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+ ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(consumeId);
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+ _ui.m_listReward.numItems = _decomposeCount > 0 ? itemsArr.Length : 0;
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_ui.m_txtShow.text = string.Format("* 分解{0}件{1}可获得 *", StringUtil.GetColorText(_decomposeCount.ToString(), "#DA826E"), ConstDressRarity.DressRarityList()[_curRarity]);
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_ui.m_txtShow.text = string.Format("* 分解{0}件{1}可获得 *", StringUtil.GetColorText(_decomposeCount.ToString(), "#DA826E"), ConstDressRarity.DressRarityList()[_curRarity]);
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- ET.Log.Debug("分解消耗: " + cfg.consumeId + " 找不到物品配置");
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+ ET.Log.Debug("分解消耗: " + consumeId + " 找不到物品配置");
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if (itemCfg == null)
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if (itemCfg == null)
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{
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{
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_ui.m_txtConsume.visible = false;
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_ui.m_txtConsume.visible = false;
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return;
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return;
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}
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}
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_ui.m_txtConsume.visible = true;
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_ui.m_txtConsume.visible = true;
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- _ui.m_txtConsume.text = string.Format("消耗{0}X{1}", itemCfg.name, (_decomposeCount * cfg.consumeCount));
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+ _ui.m_txtConsume.text = string.Format("消耗{0}X{1}", itemCfg.name, (_decomposeCount * consumeCount));
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}
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}
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private void ListRewardItemRander(int index, GObject obj)
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private void ListRewardItemRander(int index, GObject obj)
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{
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{
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UI_ListRewardItem item = UI_ListRewardItem.Proxy(obj);
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UI_ListRewardItem item = UI_ListRewardItem.Proxy(obj);
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int[][] itemsArr;
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int[][] itemsArr;
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- //if (_ui.m_c1.selectedIndex == 0)
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- //{
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+ if (_ui.m_c1.selectedIndex == 0)
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+ {
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DecomposeCfg decomposeCfg = DecomposeCfgArray.Instance.GetCfg(_curRarity);
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DecomposeCfg decomposeCfg = DecomposeCfgArray.Instance.GetCfg(_curRarity);
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itemsArr = decomposeCfg.itemsArr;
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itemsArr = decomposeCfg.itemsArr;
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- //}
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- //else
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- //{
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- // DecomposeSkillCfgArray decomposeSkillCfg = DecomposeSkillCfgArray.Instance.GetCfg(_curRarity);
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- // itemsArr = decomposeSkillCfg.itemsArr;
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- //}
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+ }
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+ else
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+ {
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+ DecomposeSkillCfg decomposeSkillCfg = DecomposeSkillCfgArray.Instance.GetCfg(_curRarity);
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+ itemsArr = decomposeSkillCfg.itemsArr;
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+ }
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ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemsArr[index][0]);
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ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemsArr[index][0]);
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item.m_txtCount.text = (itemsArr[index][1] * _decomposeCount).ToString();
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item.m_txtCount.text = (itemsArr[index][1] * _decomposeCount).ToString();
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string ext = ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType, true);
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string ext = ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType, true);
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