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@@ -146,14 +146,20 @@ 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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- //合成
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- ItemCfg clothingSyntheticCfg = ItemCfgArray.Instance.GetCfg(_selectedItemId);
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- _materiarsOfSelectedItem = ItemUtil.CreateItemDataList(clothingSyntheticCfg.syntheticMateriarsArr);
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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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+ {
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+ PromptController.Instance.ShowFloatTextPrompt("消耗不足!", MessageType.WARNING);
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+ return;
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+ }
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+
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+ //合成材料判断
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+ _materiarsOfSelectedItem = ItemUtil.CreateItemDataList(itemCfg.syntheticMateriarsArr);
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int count = _materiarsOfSelectedItem.Count;
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for (int i = 0; i < count; i++)
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{
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ItemData itemData = _materiarsOfSelectedItem[i];
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- ItemCfg materiasItemCfg = ItemCfgArray.Instance.GetCfg(itemData.id);
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int num = ItemDataManager.GetItemNum(itemData.id);
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int numSynthetic = Mathf.Max(num - 1, 0);
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if (numSynthetic < itemData.num)
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@@ -163,13 +169,7 @@ namespace GFGGame
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}
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}
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- for (int i = 0; i < count; i++)
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- {
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- ItemData itemData = _materiarsOfSelectedItem[i];
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- ItemDataManager.Remove(itemData.id, itemData.num);
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- }
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- ItemDataManager.Add(_selectedItemId, 1);
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- GetSuitItemController.TryShow(_selectedItemId);
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+ ClothingSyntheticSProxy.ClothtingSynthetic(_selectedItemId).Coroutine();
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}
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