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@@ -26,6 +26,7 @@ namespace GFGGame
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private EffectUI _effectUI1;
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private EffectUI _effectUI2;
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private EffectUI _effectUI3;
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+ private Dictionary<string, EffectUI> _effectUIDic = new Dictionary<string, EffectUI>();
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public override void Dispose()
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{
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@@ -150,6 +151,12 @@ namespace GFGGame
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base.OnHide();
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Timers.inst.Remove(UpDataTime);
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Timers.inst.Remove(UpClickDataTime);
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+ foreach (var v in _effectUIDic)
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+ {
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+ EffectUIPool.Recycle(v.Value);
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+ }
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+
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+ _effectUIDic.Clear();
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}
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private void UpdateItem(GComponent com, int index, int countType)
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@@ -162,7 +169,22 @@ namespace GFGGame
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item.m_comIcon.m_icon.url = ResPathUtil.GetIconPath(itemCfg);
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item.m_comIcon.m_FlipOpenType.selectedIndex = 1;
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item.m_comIcon.m_t1.Play();
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+ switch (itemCfg.rarity)
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+ {
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+ case 1:
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+
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+ break;
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+ case 2:
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+ break;
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+ case 3:
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+ _effectUIDic.Add("CK_Loop_Wait_Chen" + index, EffectUIPool.CreateEffectUI(item.m_waitClick_eff, "ui_LuckyBox", "CK_Loop_Wait_Chen"));
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+ break;
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+ case 4:
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+ _effectUIDic.Add("CK_Loop_Wait_Jin" + index, EffectUIPool.CreateEffectUI(item.m_waitClick_eff, "ui_LuckyBox", "CK_Loop_Wait_Jin"));
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+ break;
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+ }
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+
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//带特效的处理先注释
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//item.m_comIcon.m_holder.visible = false;
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//item.m_comIcon.m_holder1.visible = false;
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@@ -259,7 +281,9 @@ namespace GFGGame
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_ui.m_BtnPass.visible = false;
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if (!_recordOpenIndex.Contains(index))
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+ {
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TurnItem(index);
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+ }
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else {
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if (!_recordTurnIndex.Contains(index))
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ShowTurnItem(index);
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@@ -397,14 +421,49 @@ namespace GFGGame
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{
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if (!_recordOpenIndex.Contains(index))
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{
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+ // 删除 “等待翻开” 的特效
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+ if(_effectUIDic.ContainsKey("CK_Loop_Wait_Chen" + index))
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+ {
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+ EffectUIPool.Recycle(_effectUIDic["CK_Loop_Wait_Chen" + index]);
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+ _effectUIDic.Remove("CK_Loop_Wait_Chen" + index);
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+ }
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+ if (_effectUIDic.ContainsKey("CK_Loop_Wait_Jin" + index))
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+ {
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+ EffectUIPool.Recycle(_effectUIDic["CK_Loop_Wait_Jin" + index]);
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+ _effectUIDic.Remove("CK_Loop_Wait_Jin" + index);
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+ }
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+
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UI_LuckyBoxBonusShowItem item = UI_LuckyBoxBonusShowItem.Proxy(_itemObjList[index]);
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if (!item.m_comIcon.m_imgNew.visible)
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_recordTurnIndex.Add(index);
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//先翻开牌面
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item.m_comIcon.m_FlipOpenType.selectedIndex = 0;
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- //item.m_t1.Play();
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+ ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(_itemIdList[index]);
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item.m_t2.Play();
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+
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+ // 点击特效
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+ _effectUIDic.Add("CK_Cirle_DJ" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_click_eff, "ui_LuckyBox", "CK_Cirle_DJ"));
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+
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+ // 翻开特效
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+ switch (itemCfg.rarity)
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+ {
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+ case 1:
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+ case 2:
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+ _effectUIDic.Add("CK_OpenAfter_LanHui_UI" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_ui_eff, "ui_LuckyBox", "CK_OpenAfter_LanHui_UI"));
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+ _effectUIDic.Add("CK_OpenAfter_LanHui_TX" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_flip_eff, "ui_LuckyBox", "CK_OpenAfter_LanHui_TX"));
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+ break;
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+ case 3:
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+ _effectUIDic.Add("CK_OpenAfter_Chen_UI" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_ui_eff, "ui_LuckyBox", "CK_OpenAfter_Chen_UI"));
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+ _effectUIDic.Add("CK_OpenAfter_Chen_TX" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_flip_eff, "ui_LuckyBox", "CK_OpenAfter_Chen_TX"));
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+ break;
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+ case 4:
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+ _effectUIDic.Add("CK_OpenAfter_Jin_UI" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_ui_eff, "ui_LuckyBox", "CK_OpenAfter_Jin_UI"));
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+ _effectUIDic.Add("CK_OpenAfter_Jin_TX" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_flip_eff, "ui_LuckyBox", "CK_OpenAfter_Jin_TX"));
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+ break;
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+ }
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+
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+ item.m_comIcon.m_flip_eff.visible = false;
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item.m_comIcon.m_t0.Play();
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_recordOpenIndex.Add(index);
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UI_LuckyBoxBonusShowItem.ProxyEnd();
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@@ -418,5 +477,6 @@ namespace GFGGame
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ViewManager.Hide<LuckyBoxNewDressView>();
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ViewManager.Hide<LuckyBoxNewCardView>();
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}
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+
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}
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}
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