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				@@ -16,6 +16,7 @@ namespace GFGGame 
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				         private EffectUI _effectUI3; 
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				         private EffectUI _effectUI4; 
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				         private GGraph _m_effReduceScore; 
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				+        private Transition m_ReduceTxt; 
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				         private bool isFirst; 
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				         private GameObject mainCamera; 
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				@@ -62,6 +63,11 @@ namespace GFGGame 
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				             base.OnShown(); 
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				             skillScoreDic = (this.viewData as object[])[0] as Dictionary<int, int>; 
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				             _m_effReduceScore = (this.viewData as object[])[1] as GGraph; 
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				+            if ((this.viewData as object[]).Length >= 3) 
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				+            { 
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				+                m_ReduceTxt = (this.viewData as object[])[2] as Transition; 
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				+            } 
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				+             
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				             UpdateView(); 
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				         } 
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				         private void UpdateView() 
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				@@ -141,6 +147,7 @@ namespace GFGGame 
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				         private void SetEffReduceScore(object param) 
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				         { 
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				             _m_effReduceScore.visible = true; 
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				+            m_ReduceTxt.Play(); 
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				         } 
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				         private void SetEffVisible(object param) 
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				@@ -158,15 +165,17 @@ namespace GFGGame 
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				             //Õ½¶·¿¨ÅÆÌØÐ§´¦Àí 
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				             if (skillScoreDic[skillId] > 0) 
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				             { 
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				+                _ui.m_comSkillShow.m_SkillScore.color = new Color(0.973f, 0.784f, 0.431f, 1.000f); 
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				                 _ui.m_comSkillShow.m_reduceScore.visible = false; 
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				                 _ui.m_comSkillShow.m_addScore.visible = true;   
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				                 SetCamera(true); 
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				             } 
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				             else if (skillScoreDic[skillId] < 0) 
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				             { 
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				+                _ui.m_comSkillShow.m_SkillScore.color = new Color(0.906f, 0.894f, 0.894f, 1.000f); 
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				                 _ui.m_comSkillShow.m_addScore.visible = false; 
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				                 _ui.m_comSkillShow.m_reduceScore.visible = true; 
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				-                Timers.inst.Add(1.3f, 1, SetEffReduceScore); 
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				+                Timers.inst.Add(1.5f, 1, SetEffReduceScore); 
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				             } 
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				         } 
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