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@ -82,6 +82,8 @@ namespace GameLogic
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public const string GuanJunShiKe = "GuanJunShiKe";
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public const string UIDianZan = "UIDianZan";
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public const string UIHDWMSP = "UIHDWMSP";
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public const string UIDouDong = "UIDouDong";
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#endregion
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@ -887,6 +887,7 @@ namespace GameLogic
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//hItemActors[1].actor.SetCurrenFill();
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targetActor.m_AllPush -= (int)(EventConts.JszPower * 10);
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targetActor.SetCurrenFill();
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GameEvent.Send(EventConts.UIDouDong);
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//eGo.transform.parent.parent.parent.parent.GetComponent<ActorHItem>().SetCurrenFill();
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});
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}
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@ -913,6 +914,7 @@ namespace GameLogic
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//targetActor.m_AllPush -= EventConts.JszPower;
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targetActor.m_AllPush -= (int)(EventConts.JszPower * 10);
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targetActor.SetCurrenFill();
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GameEvent.Send(EventConts.UIDouDong);
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//eGo.transform.parent.parent.parent.parent.GetComponent<ActorHItem>().SetCurrenFill();
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});
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@ -319,6 +319,7 @@ namespace GameLogic
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GameEvent.AddEventListener<string>(EventConts.UIDianZan, UIDianZanFunc);
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GameEvent.AddEventListener<UnitPlayerData, string>(EventConts.UIHDWMSP, AddHdWmspFunc);
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GameEvent.AddEventListener<UnitPlayerData, GiftConfig, int>(EventConts.AddGiftMessage, AddGiftMessageFunc);
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GameEvent.AddEventListener(EventConts.UIDouDong, UIDouDongFunc);
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}
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@ -334,12 +335,43 @@ namespace GameLogic
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GameEvent.RemoveEventListener<string>(EventConts.UIDianZan, UIDianZanFunc);
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GameEvent.RemoveEventListener<UnitPlayerData, string>(EventConts.UIHDWMSP, AddHdWmspFunc);
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GameEvent.RemoveEventListener<UnitPlayerData, GiftConfig, int>(EventConts.AddGiftMessage, AddGiftMessageFunc);
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GameEvent.RemoveEventListener(EventConts.UIDouDong, UIDouDongFunc);
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// 主界面销毁的时候应该停止所有
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GameModule.Timer.RemoveTimer(m_LishiId);
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}
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bool isShaking = false;
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private void UIDouDongFunc()
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{
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if (isShaking) return; // 抖动过程中不能再次进入
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var rect = this.gameObject.GetComponent<RectTransform>();
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if (rect != null)
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{
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ShakeRectTransformSequence(rect);
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}
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}
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private void ShakeRectTransformSequence(RectTransform rect)
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{
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isShaking = true;
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Sequence seq = DOTween.Sequence();
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for (int i = 0; i < 10; i++)
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{
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float duration = UnityEngine.Random.Range(0.08f, 0.15f);
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float strength = UnityEngine.Random.Range(20f, 40f);
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int vibrato = UnityEngine.Random.Range(8, 14);
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float randomness = UnityEngine.Random.Range(80f, 120f);
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// 每次抖动后加一个AppendInterval,保证有序
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seq.Append(rect.DOShakePosition(duration, strength, vibrato, randomness, false, true));
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}
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seq.OnComplete(() => isShaking = false);
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}
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private void UIDianZanFunc(string nickName)
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{
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CreateWidgetByPrefab<UIDianZanItem>(m_rect_Dz.gameObject).OnInit(nickName);
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