|  | @@ -11,8 +11,7 @@ namespace GFGGame
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				|  |  |          private UI_LuckBoxBonusShowUI _ui;
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				|  |  |          private List<ItemData> _rewardList = new List<ItemData>();
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				|  |  |          // private List<GameObject> _gameobjects = new List<GameObject>();
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				|  |  | -        private Dictionary<int, Dictionary<int, GameObject>> _gameobjects = new Dictionary<int, Dictionary<int, GameObject>>();
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				|  |  | -        private Dictionary<int, Dictionary<int, GoWrapper>> _wrappers = new Dictionary<int, Dictionary<int, GoWrapper>>();
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				|  |  | +        private Dictionary<int, Dictionary<int, EffectUI>> _effList = new Dictionary<int, Dictionary<int, EffectUI>>();
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				|  |  |  
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				|  |  |          private EffectUI _effectUI1;
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				|  |  |          private EffectUI _effectUI2;
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				|  | @@ -28,13 +27,15 @@ namespace GFGGame
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				|  |  |              //     SceneController.DestroyObjectFromView(_gameobjects[i], _wrappers[i]);
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				|  |  |  
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				|  |  |              // }
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				|  |  | -            foreach (int key in _gameobjects.Keys)
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				|  |  | +            foreach (int key in _effList.Keys)
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				|  |  |              {
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				|  |  | -                foreach (int key1 in _gameobjects[key].Keys)
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				|  |  | +                foreach (int key1 in _effList[key].Keys)
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				|  |  |                  {
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				|  |  | -                    SceneController.DestroyObjectFromView(_gameobjects[key][key1], _wrappers[key][key1]);
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				|  |  | +                    EffectUIPool.Recycle(_effList[key][key1]);
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				|  |  | +                    _effList[key][key1] = null;
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				|  |  |                  }
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				|  |  |              }
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				|  |  | +            _effList.Clear();
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				|  |  |              EffectUIPool.Recycle(_effectUI1);
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				|  |  |              _effectUI1 = null;
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				|  |  |              EffectUIPool.Recycle(_effectUI2);
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				|  | @@ -110,18 +111,15 @@ namespace GFGGame
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				|  |  |  
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				|  |  |              string resPath = itemCfg.rarity == ConstDressRarity.Rarity_TIANYI ? "CK_all_01" : "CK_all_02";
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				|  |  |  
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				|  |  | -            if (countType == 10 && itemCfg.rarity > 2 && (!_gameobjects.ContainsKey(itemCfg.rarity) || !_gameobjects[itemCfg.rarity].ContainsKey(index)))
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				|  |  | +            if (countType == 10 && itemCfg.rarity > 2 && (!_effList.ContainsKey(itemCfg.rarity) || !_effList[itemCfg.rarity].ContainsKey(index)))
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				|  |  |              {
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				|  |  | -                if (!_gameobjects.ContainsKey(itemCfg.rarity))
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				|  |  | +                if (!_effList.ContainsKey(itemCfg.rarity))
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				|  |  |                  {
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				|  |  | -                    _gameobjects[itemCfg.rarity] = new Dictionary<int, GameObject>();
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				|  |  | -                    _wrappers[itemCfg.rarity] = new Dictionary<int, GoWrapper>();
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				|  |  | +                    _effList[itemCfg.rarity] = new Dictionary<int, EffectUI>();
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				|  |  |                  }
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				|  |  |                  GGraph holder = itemCfg.rarity == 3 ? item.m_comIcon.m_holder : item.m_comIcon.m_holder1;
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				|  |  | -                SceneController.AddObjectToView(null, null, holder, resPath, out GameObject gameObject, out GoWrapper wrapper);
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				|  |  | -                _gameobjects[itemCfg.rarity][index] = gameObject;
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				|  |  | -                _wrappers[itemCfg.rarity][index] = wrapper;
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				|  |  | -
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				|  |  | +                EffectUI _effectUI = EffectUIPool.CreateEffectUI(holder, "ui_LuckyBox", resPath);
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				|  |  | +                _effList[itemCfg.rarity][index] = _effectUI;
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				|  |  |              }
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				|  |  |              if (countType == 1 && itemCfg.rarity > 2 && _effectUI4 == null)
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				|  |  |              {
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