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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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