| 
					
				 | 
			
			
				@@ -79,8 +79,7 @@ namespace GFGGame 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				             ScoreSystemData.Instance.SetEquipDicWithType(); 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				  
			 | 
		
	
		
			
				 | 
				 | 
			
			
				             _ui.m_comClickCircle.target.touchable = false; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				-            _ui.m_loaRole.texture = new NTexture(EquipDataCache.cacher.RoleTextuex);// EquipDataCache.cacher.FightRoleRes; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				-            // _ui.m_loaRole.SetSize(_ui.m_loaRole.width, _ui.m_loaRole.texture.height * _ui.m_loaRole.width / _ui.m_loaRole.texture.width); 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+            // _ui.m_loaRole.texture = new NTexture(EquipDataCache.cacher.RoleTextuex);// EquipDataCache.cacher.FightRoleRes; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				  
			 | 
		
	
		
			
				 | 
				 | 
			
			
				             _ui.m_btnSpeedUp.visible = EquipDataCache.cacher.autoPlay; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				             _ui.m_btnSpeedUp.title = "x" + EquipDataCache.cacher.fightSpeed; 
			 | 
		
	
	
		
			
				| 
					
				 | 
			
			
				@@ -190,7 +189,7 @@ namespace GFGGame 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				             if (_index >= FightScoreCfgArray.Instance.dataArray.Length) 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				             { 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				                 GetCurStar(out int star, out Transition transition); 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				-                _ui.m_comRoleResult.m_comRole.m_loaRole.texture = new NTexture(EquipDataCache.cacher.RoleTextuex); ; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+                // _ui.m_comRoleResult.m_comRole.m_loaRole.texture = new NTexture(EquipDataCache.cacher.RoleTextuex); ; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				                 _ui.m_comRoleResult.m_c1.selectedIndex = 0; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				                 _ui.m_LoaMask.touchable = true; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				                 _ui.m_t3.Play(); 
			 |