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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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