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@@ -151,12 +151,12 @@ namespace GFGGame
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PromptController.Instance.ShowFloatTextPrompt("不能制作已经拥有的物品");
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return;
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}
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+
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ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(_selectedItemId);
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- //合成消耗判断
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- if (ItemDataManager.GetItemNum(itemCfg.syntheticCostID) < itemCfg.syntheticCostNum)
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+ if (!ItemUtil.CheckItemEnough(itemCfg.syntheticCostID, itemCfg.syntheticCostNum))
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{
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- // PromptController.Instance.ShowFloatTextPrompt("消耗不足", MessageType.WARNING);
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- ItemUtil.BuyCurrency(itemCfg.syntheticCostID, itemCfg.syntheticCostNum - ItemDataManager.GetItemNum(itemCfg.syntheticCostID));
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+ long has = ItemDataManager.GetItemNum(itemCfg.syntheticCostID);
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+ ItemUtil.BuyCurrency(itemCfg.syntheticCostID, itemCfg.syntheticCostNum - has);
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return;
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}
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@@ -164,14 +164,8 @@ namespace GFGGame
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for (int i = 0; i < materiarsOfSelectedItem.Count; i++)
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{
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ItemData itemData = materiarsOfSelectedItem[i];
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- long numSynthetic = ItemDataManager.GetItemNum(itemData.id);
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- if (numSynthetic < itemData.num)
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- {
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- PromptController.Instance.ShowFloatTextPrompt(string.Format("【{0}】 不足", ItemCfgArray.Instance.GetCfg(itemData.id).name), MessageType.WARNING);
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- return;
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- }
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+ if (!ItemUtil.CheckItemEnough(materiarsOfSelectedItem[i].id, materiarsOfSelectedItem[i].num, true)) return;
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}
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-
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bool result = await ClothingSyntheticSProxy.ClothtingSynthetic(_selectedItemId);
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if (result)
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{
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