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@@ -226,9 +226,11 @@ namespace GFGGame
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{
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List<int> roundTimes = new List<int>();
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+
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List<PassivitySkillCfg> targetSkillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
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for (int i = 0; i < targetSkillCfgs.Count; i++)
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{
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+ if (skillLvs.Count <= i) continue;
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int skillLv = skillLvs[i];
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PassivitySkillLvlCfg skillLvlCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(skillLv, targetSkillCfgs[i].skillId);
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if (skillLvlCfg.beginTime == BeginTime.PART_ALL_FIGHT_BEGIN && UnityEngine.Random.Range(0, 10000) < skillLvlCfg.probability)
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@@ -257,6 +259,7 @@ namespace GFGGame
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List<int> nullifySkillIndex = new List<int>();
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for (int i = 0; i < targetSkillCfgs.Count; i++)
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{
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+ if (targetSkillLvs.Count <= i) continue;
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PassivitySkillLvlCfg targetSkillLvlCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(targetSkillLvs[i], targetSkillCfgs[i].skillId);
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if (CheckIsRightTime(targetSkillLvlCfg, currentTime, partId))
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{
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@@ -270,6 +273,7 @@ namespace GFGGame
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for (int i = 0; i < mySkillCfgs.Count; i++)
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{
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+ if (skillLvs.Count <= i) continue;
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PassivitySkillLvlCfg mySkillLvlCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(skillLvs[i], mySkillCfgs[i].skillId);
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if (nullifySkillIndex.IndexOf(i + 1) >= 0) continue;//技能被对手失效
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