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@@ -22,6 +22,7 @@ namespace GFGGame
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private int _countShow = 0; //第几次展示
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private int _countNewRecord = 0; //展示步骤
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private bool _handClick = false; //手动点击开启
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+ private bool _AnimationWait = true; //抽卡动画等待加载完毕
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private EffectUI _effectUI1;
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private EffectUI _effectUI2;
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@@ -97,12 +98,14 @@ namespace GFGGame
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{
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base.AddEventListener();
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EventAgent.AddEventListener(ConstMessage.LUCKY_BOX_REWARD_SHOW, ReferNextShow);
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+ EventAgent.AddEventListener(ConstMessage.LUCKY_BOX_ANIMATION_WAIT, SetAnimationWait);
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}
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protected override void RemoveEventListener()
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{
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base.RemoveEventListener();
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EventAgent.RemoveEventListener(ConstMessage.LUCKY_BOX_REWARD_SHOW, ReferNextShow);
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+ EventAgent.RemoveEventListener(ConstMessage.LUCKY_BOX_ANIMATION_WAIT, SetAnimationWait);
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}
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protected void ReferNextShow()
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@@ -153,6 +156,7 @@ namespace GFGGame
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base.OnHide();
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Timers.inst.Remove(UpDataTime);
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Timers.inst.Remove(UpClickDataTime);
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+
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foreach (var v in _effectUIDic)
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{
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EffectUIPool.Recycle(v.Value);
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@@ -172,6 +176,7 @@ namespace GFGGame
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item.m_comIcon.m_FlipOpenType.selectedIndex = 1;
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item.m_comIcon.m_t1.Play();
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+ // 圆盘出现时等待玩家点击的特效
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switch (itemCfg.rarity)
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{
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case 1:
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@@ -374,6 +379,8 @@ namespace GFGGame
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private void ShowTurnItem(int index)
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{
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UI_LuckyBoxBonusShowItem item = UI_LuckyBoxBonusShowItem.Proxy(_itemObjList[index]);
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+ if (!_AnimationWait)
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+ return;
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if (item.m_comIcon.m_imgNew.visible)
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{
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@@ -395,6 +402,7 @@ namespace GFGGame
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GetSuitItemController.TryShow(_itemIdList[index]);
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_recordTurnIndex.Add(index);
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_countShow = 0;
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+ _AnimationWait = false;
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if (_handClick)
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{
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@@ -438,22 +446,28 @@ namespace GFGGame
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_effectUIDic.Remove("CK_Loop_Wait_Jin" + index);
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}
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+
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+
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UI_LuckyBoxBonusShowItem item = UI_LuckyBoxBonusShowItem.Proxy(_itemObjList[index]);
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if (!item.m_comIcon.m_imgNew.visible)
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_recordTurnIndex.Add(index);
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//先翻开牌面
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item.m_comIcon.m_FlipOpenType.selectedIndex = 0;
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- ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(_itemIdList[index]);
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+ //item.m_t1.Play();
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item.m_t2.Play();
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+ ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(_itemIdList[index]);
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+
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// 点击特效
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_effectUIDic.Add("CK_Cirle_DJ" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_click_eff, "ui_LuckyBox", "CK_Cirle_DJ"));
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-
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// 翻开特效
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switch (itemCfg.rarity)
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{
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case 1:
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+ _effectUIDic.Add("CK_OpenAfter_LanHui_UI" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_ui_eff, "ui_LuckyBox", "CK_OpenAfter_HuiLan_UI"));
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+ _effectUIDic.Add("CK_OpenAfter_LanHui_TX" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_flip_eff, "ui_LuckyBox", "CK_OpenAfter_LanHui_TX"));
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+ break;
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case 2:
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_effectUIDic.Add("CK_OpenAfter_LanHui_UI" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_ui_eff, "ui_LuckyBox", "CK_OpenAfter_LanHui_UI"));
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_effectUIDic.Add("CK_OpenAfter_LanHui_TX" + index, EffectUIPool.CreateEffectUI(item.m_comIcon.m_flip_eff, "ui_LuckyBox", "CK_OpenAfter_LanHui_TX"));
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@@ -468,7 +482,7 @@ namespace GFGGame
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break;
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}
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- item.m_comIcon.m_flip_eff.visible = false;
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+
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item.m_comIcon.m_t0.Play();
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_recordOpenIndex.Add(index);
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UI_LuckyBoxBonusShowItem.ProxyEnd();
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@@ -482,5 +496,10 @@ namespace GFGGame
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ViewManager.Hide<LuckyBoxNewDressView>();
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ViewManager.Hide<LuckyBoxNewCardView>();
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}
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+
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+ private void SetAnimationWait()
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+ {
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+ _AnimationWait = true;
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+ }
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}
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}
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