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@@ -162,8 +162,7 @@ namespace GFGGame
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return;
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}
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_dressUpData.bgId = itemId;
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- bool showAni = IsAction || DressUpMenuItemCfg1Array.Instance.CheckIsSceneType(itemId);
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- DressUpUtil.AddItem(_dressUpData.bgId, _sceneObj, _needSetMask, showAni, _roleObj);
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+ DressUpUtil.AddItem(_dressUpData.bgId, _sceneObj, _needSetMask, true, _roleObj);
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}
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else
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{
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@@ -336,10 +335,16 @@ namespace GFGGame
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{
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foreach (int itemId in itemList)
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{
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- bool notInAction = SuitCfgArray.Instance.CheckItemNotInAction(itemId);
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- if (!notInAction)
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+ if(!DressUpMenuItemCfg1Array.Instance.CheckIsSceneType(itemId))
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{
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+ //场景类型不受动作影响并且本来就有动画,对非场景类型处理
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AddOrRemove(itemId, false, false, true);
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+ bool notInAction = SuitCfgArray.Instance.CheckItemNotInAction(itemId);
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+ if (notInAction)
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+ {
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+ //更新成动画模式
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+ AddOrRemove(itemId, false, true);
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+ }
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}
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}
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}
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@@ -379,7 +384,21 @@ namespace GFGGame
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}
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}
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}
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- UpdateRoleView();
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+ //更新非场景类型部件形态
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+ foreach (int itemId in itemList)
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+ {
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+ if (!DressUpMenuItemCfg1Array.Instance.CheckIsSceneType(itemId))
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+ {
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+ //场景类型不受动作影响并且本来就有动画,对非场景类型处理
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+ bool notInAction = SuitCfgArray.Instance.CheckItemNotInAction(itemId);
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+ if (notInAction)
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+ {
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+ //更新成图片模式
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+ AddOrRemove(itemId, false, true);
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+ }
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+ }
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+ }
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+ checkDefaultItem();
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}
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//穿戴一组换装数据
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