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@ -280,7 +280,7 @@ namespace GameLogic
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// 创建一个玩家头像出来
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// 创建一个玩家头像出来
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UIPlayerHeadItem actorHItem = CreateWidgetByPrefab<UIPlayerHeadItem>(m_itemHeadItem, m_rectHeadRt, true);
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UIPlayerHeadItem actorHItem = CreateWidgetByPrefab<UIPlayerHeadItem>(m_itemHeadItem, m_rectHeadRt, true);
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actorHItem.OnInit(unitPlayerData,true);
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actorHItem.OnInit(unitPlayerData, true);
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actorHItem.transform.SetParent(m_rectCar.transform);
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actorHItem.transform.SetParent(m_rectCar.transform);
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actorHItem.transform.localPosition = new Vector3(-1500, 0, 0);
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actorHItem.transform.localPosition = new Vector3(-1500, 0, 0);
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@ -328,7 +328,7 @@ namespace GameLogic
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var eGo = GameModule.Resource.LoadGameObject("HeShang");
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var eGo = GameModule.Resource.LoadGameObject("HeShang");
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eGo.transform.SetParent(m_rectCar.transform);
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eGo.transform.SetParent(m_rectCar.transform);
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eGo.transform.localPosition = new Vector3(-1500, 0, 0);
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eGo.transform.localPosition = new Vector3(-1500, 0, 0);
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//eGo.transform.localScale = Vector3.one * 0.7f;
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eGo.transform.localScale = Vector3.one;
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eGo.gameObject.SetActive(true);
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eGo.gameObject.SetActive(true);
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eGo.transform.DOLocalMoveX(0, 3f).OnComplete(async () =>
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eGo.transform.DOLocalMoveX(0, 3f).OnComplete(async () =>
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{
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{
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@ -473,7 +473,7 @@ namespace GameLogic
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});
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});
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await UniTask.Delay(1500); // 等待特效播放完毕
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await UniTask.Delay(1500); // 等待特效播放完毕
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// 给进度条一个缩减回弹效果
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// 给进度条一个缩减回弹效果
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float originalFill = m_CurrentFillAmount;
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float originalFill = m_CurrentFillAmount;
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float shrinkTo = Mathf.Max(0.1f, originalFill - 0.4f); // 缩到原值-0.4,最小0.1
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float shrinkTo = Mathf.Max(0.1f, originalFill - 0.4f); // 缩到原值-0.4,最小0.1
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