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@@ -25,6 +25,14 @@ namespace GFGGame
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private const int _range = 30;//圆圈随机范围
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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 float _time = 0;// 登峰造极按住的时间
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+ private GameObject _effectObj0;
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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 GoWrapper _wrapper1;
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+ private GameObject _effectObj1_1;
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+ private GoWrapper _wrapper1_1;
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private Dictionary<int, RoleSkillCfg> _npcSkillDic;
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private Dictionary<int, RoleSkillCfg> _npcSkillDic;
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public override void Dispose()
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public override void Dispose()
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@@ -83,6 +91,7 @@ namespace GFGGame
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_ui.m_targetName.m_txtName.text = fightCfg.targetName;
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_ui.m_targetName.m_txtName.text = fightCfg.targetName;
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UpdateNormal();
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UpdateNormal();
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+ AddEffect();
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ScoreSystemData.Instance.SetEquipDicWithType();
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ScoreSystemData.Instance.SetEquipDicWithType();
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_npcSkillDic = SkillDataManager.Instance.GetNpcSkill();
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_npcSkillDic = SkillDataManager.Instance.GetNpcSkill();
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@@ -103,6 +112,19 @@ namespace GFGGame
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GComponent btnSkill = _ui.target.GetChild("btnSkill" + i).asCom;
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GComponent btnSkill = _ui.target.GetChild("btnSkill" + i).asCom;
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}
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}
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}
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}
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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(_effectObj0_1, _wrapper0_1, _ui.m_ComShieldMine.m_holder1, resPath0, out _effectObj0_1, out _wrapper0_1);
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+ string resPath1 = ResPathUtil.GetViewEffectPath("ui_zhandou", "ui_zd_hd_ps");
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+ SceneController.AddObjectToView(_effectObj1, _wrapper1, _ui.m_ComShieldNpc.m_holder, resPath1, out _effectObj1, out _wrapper1);
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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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+ _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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+ _ui.m_ComShieldNpc.m_holder1.visible = false;
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+ }
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private void CircleScoreStart(object param)
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private void CircleScoreStart(object param)
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{
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{
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@@ -275,9 +297,11 @@ namespace GFGGame
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comSkillMinus.TweenValue(100, 2f).OnComplete(() =>
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comSkillMinus.TweenValue(100, 2f).OnComplete(() =>
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{
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{
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comSkillMinus.visible = false;
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comSkillMinus.visible = false;
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- if (targetComSkillShield.target.visible)
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+
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+ if (targetComSkillShield.m_holder.visible)
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{
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{
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- targetComSkillShield.target.visible = false;
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+ targetComSkillShield.m_holder.visible = false;
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+ targetComSkillShield.m_holder1.visible = true;
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return;
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return;
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}
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}
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@@ -335,9 +359,16 @@ namespace GFGGame
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private void UpdateShieldUI(RoleSkillCfg cfg, int role)
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private void UpdateShieldUI(RoleSkillCfg cfg, int role)
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{
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{
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UI_ComSkillShield comSkillShield = role == SkillDataManager.MINE ? _ui.m_ComShieldMine : _ui.m_ComShieldNpc;
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UI_ComSkillShield comSkillShield = role == SkillDataManager.MINE ? _ui.m_ComShieldMine : _ui.m_ComShieldNpc;
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- comSkillShield.target.visible = true;
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- Timers.inst.Add(cfg.duration, 1, (param) => { comSkillShield.target.visible = false; });
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+ comSkillShield.m_holder.visible = true;
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+ comSkillShield.m_holder1.visible = false;
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+
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+ Timers.inst.Add(cfg.duration, 1, (param) =>
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+ {
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+ // comSkillShield.target.visible = false;
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+ comSkillShield.m_holder.visible = false;
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+
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+ });
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}
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}
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private void OnBtnBackClick()
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private void OnBtnBackClick()
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{
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{
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