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				@@ -16,9 +16,10 @@ namespace GFGGame 
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				         private DressUpObjDataCache equipDataCache; 
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				         private List<int> _listData = null;//当前选择的资源数据 
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				-        private List<int> equipRoleData = new List<int>();//当前穿戴的角色数据 
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				-        // private List<int> equipSceneData = new List<int>(); 
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				-        private Dictionary<int, List<int>> equipSceneData = new Dictionary<int, List<int>>();//当前穿戴的场景数据 
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				+        private List<int> _equipRoleData = new List<int>();//当前穿戴的角色数据 
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				+        private Dictionary<int, List<int>> _equipSceneData = new Dictionary<int, List<int>>();//当前穿戴的场景数据 
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				+ 
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				+        private Vector3 distance = Vector3.zero; 
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				         protected override void OnInit() 
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				         { 
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				             base.OnInit(); 
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				@@ -27,6 +28,8 @@ namespace GFGGame 
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				             viewCom = _ui.target; 
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				             isfullScreen = true; 
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				+            _ui.m_btnBg.onClick.Add(OnClickBtnBg); 
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				+            _ui.m_btnChoose.onClick.Add(OnClickBtnChoose); 
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				             _ui.m_btnBack.onClick.Add(OnClickBtnBack); 
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				             _ui.m_ComSelect.m_list.itemRenderer = RenderListItem; 
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				@@ -41,7 +44,7 @@ namespace GFGGame 
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				         { 
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				             base.OnShown(); 
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				             Input.multiTouchEnabled = true; 
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				- 
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				+            equipDataCache = EquipDataCache.cacher; 
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				             if (_sceneObject == null) 
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				             { 
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				@@ -49,16 +52,16 @@ namespace GFGGame 
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				                 EquipDataCache.cacher.setSceneObj(_sceneObject); 
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				             } 
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				-            equipDataCache = EquipDataCache.cacher; 
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				- 
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				             _ui.m_ComSelect.m_c1.selectedIndex = 0; 
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				+            OnClickBtnChoose(); 
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				             RefreshList(EnumPhotographType.BG); 
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				             UpdateEquipData(); 
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				             UpdateBgOrNpcOrBorder(EnumPhotographType.BG, equipDataCache.bgId); 
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				             UpdateBody(); 
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				             UpdateScene(); 
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				-            Timers.inst.Add(0.001f, 0, OnTimerListener); 
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				+ 
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				+            // Timers.inst.Add(0.001f, 0, OnTimerListener); 
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				         } 
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				         /************************************************************UI界面*********************************************************/ 
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				         private void OnContorllerChanged(EventContext context) 
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				@@ -112,12 +115,12 @@ namespace GFGGame 
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				                     break; 
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				                 case EnumPhotographType.SCENE: 
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				-                    if (!equipSceneData.ContainsKey(itemID)) 
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				+                    if (!_equipSceneData.ContainsKey(itemID)) 
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				                     { 
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				-                        equipSceneData.Add(itemID, new List<int>()); 
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				+                        _equipSceneData.Add(itemID, new List<int>()); 
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				                     } 
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				-                    equipSceneData[itemID].Add(itemID); 
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				-                    AddScene(itemID, equipSceneData[itemID].Count - 1); 
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				+                    _equipSceneData[itemID].Add(itemID); 
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				+                    AddScene(itemID, _equipSceneData[itemID].Count - 1); 
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				                     break; 
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				                 case EnumPhotographType.EFFECT: 
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				@@ -129,6 +132,7 @@ namespace GFGGame 
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				         private void OnTimerListener(object param) 
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				         { 
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				+            GameObject gameObj = null; 
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				             // Debug.Log("点击鼠标:" + Input.GetMouseButtonDown(0)); 
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				             if (Input.GetMouseButtonDown(0)) 
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				             { 
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				@@ -142,34 +146,48 @@ namespace GFGGame 
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				                 } 
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				                 //从摄像机发出到点击坐标的射线 
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				                 RaycastHit2D hit = Physics2D.Raycast(Camera.main.ScreenToWorldPoint(Input.mousePosition), Vector2.zero); 
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				-                Vector2 pos = Input.mousePosition; 
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				- 
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				+                // Vector2 pos = Input.mousePosition; 
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				+                // Debug.Log("mousePosition:" + pos); 
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				                 if (hit.collider != null) 
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				                 { 
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				                     //划出射线,只有在scene视图中才能看到 
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				                     // Debug.DrawLine(ray.origin, hitInfo.point, Color.red); 
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				-                    GameObject gameObj = hit.collider.gameObject; 
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				-                    Debug.Log("click object name is :" + gameObj.name); 
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				-                    //当射线碰撞目标为boot类型的物品,执行拾取操作 
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				-                    if (gameObj.tag == "boot") 
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				-                    { 
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				-                        Debug.Log("pickup!"); 
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				-                    } 
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				+                    gameObj = hit.collider.gameObject; 
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				+                    Debug.Log("ClickName:" + gameObj.name); 
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				+                    // Debug.Log("ClickName:" + gameObj.name + "   Pos:" + gameObj.transform.position + "   LocalPos:" + gameObj.transform.position); 
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				+                    // Debug.Log("mousePosition:" + Input.mousePosition); 
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				+                    // Debug.Log("boxPos:" + _ui.m_comChecked.target.position); 
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				+                    // //当射线碰撞目标为boot类型的物品,执行拾取操作 
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				+                    // if (gameObj.tag == "boot") 
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				+                    // { 
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				+                    //     Debug.Log("pickup!"); 
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				+                    // } 
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				                 } 
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				             } 
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				-            Debug.Log("触摸屏幕的手指个数:" + Input.touchCount); 
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				+            // Vector2 pos = Input.mousePosition; 
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				+            // Debug.Log("mousePosition:" + pos); 
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				+ 
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				+            if (gameObj == null) return; 
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				+            GameObject obj = GetMoveObjByHitObj(gameObj); 
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				             if (Input.touchCount <= 0) { return; } 
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				+            Debug.Log("触摸屏幕的手指个数:" + Input.touchCount); 
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				             // for (var touch : Touch in Input.touches) 
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				             // { 
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				             if (Input.GetTouch(0).phase == TouchPhase.Began) 
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				             { 
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				                 Debug.Log("触摸:" + "Began"); 
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				+ 
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				+                Vector3 objScreenPos = Camera.main.WorldToScreenPoint(obj.transform.position); 
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				+                distance = Input.mousePosition - objScreenPos; 
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				+ 
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				             } 
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				             if (Input.GetTouch(0).phase == TouchPhase.Moved) 
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				             { 
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				                 Debug.Log("触摸:" + "Moved"); 
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				+                // Vector3 distance = 
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				+                ControllerObject(obj); 
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				             } 
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				             if (Input.GetTouch(0).phase == TouchPhase.Stationary) 
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				             { 
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				@@ -179,9 +197,54 @@ namespace GFGGame 
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				             if (Input.GetTouch(0).phase == TouchPhase.Ended) 
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				             { 
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				                 Debug.Log("触摸:" + "Ended"); 
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				- 
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				+                distance = Vector3.zero; 
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				             } 
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				         } 
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				+        private GameObject GetMoveObjByHitObj(GameObject obj) 
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				+        { 
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				+            // if (obj == null) return null; 
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				+            if (obj.transform.parent == _sceneObject.transform.Find("Bg") || obj.transform.parent == _sceneObject.transform.Find("Npc")) 
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				+            { 
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				+                return obj;//背景和npc拖动物体本身 
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				+            } 
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				+            else 
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				+            { 
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				+                return obj.transform.parent.gameObject;//场景要拖动父物体 
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				+            } 
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				+        } 
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				+        private void ControllerObject(GameObject obj) 
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				+        { 
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				+            if (obj.name == "BgRes") 
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				+            { 
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				+                Vector2 size = obj.GetComponent<SpriteRenderer>().size; 
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				+                Vector2 uiSize = _ui.target.size; 
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				+                float deviationWidth = (size.x - uiSize.x) / 2; 
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				+                float deviationHeigh = (size.y - uiSize.y) / 2; 
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				+                Vector2 pos = obj.transform.position; 
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				+                if (pos.x <= -deviationWidth) 
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				+                { 
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				+                    obj.transform.position = new Vector2(-deviationWidth, obj.transform.position.y); 
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				+                    return; 
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				+                } 
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				+                if (pos.x >= deviationWidth) 
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				+                { 
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				+                    obj.transform.position = new Vector2(deviationWidth, obj.transform.position.y); 
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				+                    return; 
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				+                } 
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				+                if (pos.y <= -deviationHeigh) 
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				+                { 
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				+                    obj.transform.position = new Vector2(obj.transform.position.x, -deviationHeigh); 
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				+                    return; 
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				+                } 
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				+                if (pos.x >= deviationHeigh) 
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				+                { 
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				+                    obj.transform.position = new Vector2(obj.transform.position.x, deviationHeigh); 
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				+                    return; 
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				+                } 
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				+            } 
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				+            // obj.transform.position = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x - distance.x, Input.mousePosition.y - distance.y)); 
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				+            obj.transform.position = Camera.main.ScreenToWorldPoint(Input.mousePosition - distance); 
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				+        } 
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				         //背景 
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				@@ -196,7 +259,7 @@ namespace GFGGame 
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				         { 
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				             // int[] equipDatas = equipDataCache.equipDatas; 
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				-            SceneController.UpdateRole(equipRoleData.ToArray(), _sceneObject, false, null, false); 
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				+            SceneController.UpdateRole(_equipRoleData.ToArray(), _sceneObject, false, null, false); 
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				             if (equipDataCache.IsSuitPic && equipDataCache.suitId > 0) 
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				             { 
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				                 SuitCfg suitCfg = SuitCfgArray.Instance.GetCfg(equipDataCache.suitId); 
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				@@ -210,10 +273,10 @@ namespace GFGGame 
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				         //场景道具 
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				         private void UpdateScene() 
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				         { 
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				-            ICollection keys = equipSceneData.Keys; 
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				+            ICollection keys = _equipSceneData.Keys; 
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				             foreach (int key in keys) 
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				             { 
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				-                for (int i = 0; i < equipSceneData[key].Count; i++) 
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				+                for (int i = 0; i < _equipSceneData[key].Count; i++) 
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				                 { 
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				                     AddScene(key, i); 
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				                 } 
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				@@ -248,20 +311,33 @@ namespace GFGGame 
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				                 ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(equipDataCache.equipDatas[i]); 
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				                 if (itemCfg.subType == ConstDressUpItemType.QIAN_JING || itemCfg.subType == ConstDressUpItemType.BEI_SHI || itemCfg.subType == ConstDressUpItemType.HUAN_JING) 
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				                 { 
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				-                    if (!equipSceneData.ContainsKey(itemCfg.id)) 
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				+                    if (!_equipSceneData.ContainsKey(itemCfg.id)) 
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				                     { 
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				-                        equipSceneData.Add(itemCfg.id, new List<int>()); 
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				+                        _equipSceneData.Add(itemCfg.id, new List<int>()); 
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				                     } 
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				-                    equipSceneData[itemCfg.id].Add(itemCfg.id); 
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				+                    _equipSceneData[itemCfg.id].Add(itemCfg.id); 
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				                 } 
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				                 else 
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				                 { 
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				-                    equipRoleData.Add(equipDataCache.equipDatas[i]); 
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				+                    _equipRoleData.Add(equipDataCache.equipDatas[i]); 
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				                 } 
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				             } 
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				         } 
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				+        private void OnClickBtnBg() 
			 | 
		
	
		
			
				 | 
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				+        { 
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				 | 
				 | 
			
			
				+            _ui.m_ComSelect.target.visible = false; 
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				 | 
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				+            Timers.inst.Add(0.001f, 0, OnTimerListener); 
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				 | 
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				+ 
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				+            // _ui.target.opaque = false;//false表示可穿透 
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				+        } 
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				+        private void OnClickBtnChoose() 
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				+        { 
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				+            _ui.m_ComSelect.target.visible = true; 
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				+            Timers.inst.Remove(OnTimerListener); 
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				+            // _ui.target.opaque = true; 
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				+        } 
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				         private void OnClickBtnBack() 
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				         { 
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				             this.Hide(); 
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				@@ -276,7 +352,11 @@ namespace GFGGame 
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				                 GameObject.Destroy(_sceneObject); 
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				                 _sceneObject = null; 
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				             } 
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				+            Timers.inst.Remove(OnTimerListener); 
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				             equipDataCache = null; 
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				+            _equipRoleData.Clear(); 
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				+            _equipSceneData.Clear(); 
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				+ 
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				         } 
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				         public override void Dispose() 
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				         { 
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