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@@ -205,6 +205,9 @@ namespace GFGGame
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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_GS" + index, EffectUIPool.CreateEffectUI(item.m_waitClick_eff, "ui_LuckyBox", "CK_Loop_Wait_GS"));
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+ break;
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+ case 5:
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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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@@ -500,6 +503,11 @@ namespace GFGGame
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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_GS" + index))
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+ {
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+ EffectUIPool.Recycle(_effectUIDic["CK_Loop_Wait_GS" + index]);
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+ _effectUIDic.Remove("CK_Loop_Wait_GS" + 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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@@ -535,8 +543,8 @@ namespace GFGGame
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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_LanHui_UI1" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_ui_eff, "ui_LuckyBox", "CK_OpenAfter_LanHui_UI"));
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- _effectUIDic.Add("CK_OpenAfter_LanHui_TX1" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_flip_eff, "ui_LuckyBox", "CK_OpenAfter_LanHui_TX"));
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+ _effectUIDic.Add("CK_OpenAfter_GS_UI" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_ui_eff, "ui_LuckyBox", "CK_OpenAfter_GS_UI"));
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+ _effectUIDic.Add("CK_OpenAfter_GS_TX" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_flip_eff, "ui_LuckyBox", "CK_OpenAfter_GS_TX"));
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break;
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case 5:
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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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