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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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