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@@ -25,14 +25,14 @@ namespace GFGGame
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private const int _range = 30;//圆圈随机范围
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private float _time = 0;// 登峰造极按住的时间
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- private GameObject _effectObj0;
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+ private GameObject _gameObject0;
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private GoWrapper _wrapper0;
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- private GameObject _effectObj0_1;
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- private GoWrapper _wrapper0_1;
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- private GameObject _effectObj1;
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+ private GameObject _gameObject1;
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private GoWrapper _wrapper1;
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- private GameObject _effectObj1_1;
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- private GoWrapper _wrapper1_1;
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+ private GameObject _gameObject2;
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+ private GoWrapper _wrapper2;
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+ private GameObject _gameObject3;
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+ private GoWrapper _wrapper3;
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private Dictionary<int, RoleSkillCfg> _npcSkillDic;
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private bool playStop = false;
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@@ -44,6 +44,11 @@ namespace GFGGame
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GameObject.Destroy(_scenePrefab);
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_scenePrefab = null;
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}
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+ SceneController.DestroyObjectFromView(_gameObject0);
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+ SceneController.DestroyObjectFromView(_gameObject1);
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+ SceneController.DestroyObjectFromView(_gameObject2);
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+ SceneController.DestroyObjectFromView(_gameObject3);
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+
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base.Dispose();
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}
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@@ -135,11 +140,11 @@ namespace GFGGame
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private void AddEffect()
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{
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string resPath0 = ResPathUtil.GetViewEffectPath("ui_zhandou", "ui_zd_hd_sc");
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- SceneController.AddObjectToView(_effectObj0, _wrapper0, _ui.m_ComShieldMine.m_holder, resPath0, out _effectObj0, out _wrapper0);
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- SceneController.AddObjectToView(_effectObj1, _wrapper1, _ui.m_ComShieldNpc.m_holder, resPath0, out _effectObj1, out _wrapper1);
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+ SceneController.AddObjectToView(_gameObject0, _wrapper0, _ui.m_ComShieldMine.m_holder, resPath0, out _gameObject0, out _wrapper0);
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+ SceneController.AddObjectToView(_gameObject2, _wrapper2, _ui.m_ComShieldNpc.m_holder, resPath0, out _gameObject2, out _wrapper2);
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string resPath1 = ResPathUtil.GetViewEffectPath("ui_zhandou", "ui_zd_hd_ps");
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- SceneController.AddObjectToView(_effectObj0_1, _wrapper0_1, _ui.m_ComShieldMine.m_holder1, resPath1, out _effectObj0_1, out _wrapper0_1);
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- SceneController.AddObjectToView(_effectObj1_1, _wrapper1_1, _ui.m_ComShieldNpc.m_holder1, resPath1, out _effectObj1_1, out _wrapper1_1);
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+ SceneController.AddObjectToView(_gameObject1, _wrapper1, _ui.m_ComShieldMine.m_holder1, resPath1, out _gameObject1, out _wrapper1);
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+ SceneController.AddObjectToView(_gameObject3, _wrapper3, _ui.m_ComShieldNpc.m_holder1, resPath1, out _gameObject3, out _wrapper3);
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_ui.m_ComShieldMine.m_holder.visible = false;
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_ui.m_ComShieldMine.m_holder1.visible = false;
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_ui.m_ComShieldNpc.m_holder.visible = false;
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