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315a932149
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@ -77,7 +77,6 @@ namespace GameLogic
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m_imgSign.sprite = GameModule.Resource.LoadAsset<Sprite>("zjm_mz_" + assetsId);
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m_imgSign.sprite = GameModule.Resource.LoadAsset<Sprite>("zjm_mz_" + assetsId);
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m_imgValue.sprite = GameModule.Resource.LoadAsset<Sprite>("zjm_jdt_" + assetsId);
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m_imgValue.sprite = GameModule.Resource.LoadAsset<Sprite>("zjm_jdt_" + assetsId);
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m_imgValue.material = GameModule.Resource.LoadAsset<Material>("JDT" + assetsId);
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m_imgValue.material = GameModule.Resource.LoadAsset<Material>("JDT" + assetsId);
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//m_tmpSign.text = DataGameSceneManager.Instance.m_Strs[i];
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m_tmpSign.text = DataGameSceneManager.Instance.GetStrs(m_Index);
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m_tmpSign.text = DataGameSceneManager.Instance.GetStrs(m_Index);
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m_tmpAllValue.text = m_AllPush.ToString();
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m_tmpAllValue.text = m_AllPush.ToString();
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@ -33,7 +33,7 @@ namespace GameLogic
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Log.Debug("送礼玩家阵营id:" + unitPlayerData.teamId);
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Log.Debug("送礼玩家阵营id:" + unitPlayerData.teamId);
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m_tmpTeamName.text = DataGameSceneManager.Instance.GetStrs(int.Parse(unitPlayerData.teamId));
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m_tmpTeamName.text = DataGameSceneManager.Instance.GetStrs(int.Parse(unitPlayerData.teamId) - 1);
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m_GiftName.text = unitPlayerData.protCustMessageData.nickName;
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m_GiftName.text = unitPlayerData.protCustMessageData.nickName;
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AsyncImageDownload.Instance.SetAsyncImage(unitPlayerData.protCustMessageData.imgURL, m_HeadIcon);
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AsyncImageDownload.Instance.SetAsyncImage(unitPlayerData.protCustMessageData.imgURL, m_HeadIcon);
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StartCoroutine(ScrollNumber(num)); // Start the number scrolling coroutine
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StartCoroutine(ScrollNumber(num)); // Start the number scrolling coroutine
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@ -24,7 +24,7 @@ namespace GameLogic
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//Log.Debug("鯤소속흙黎檀" + DataGameSceneManager.Instance.GetStrs(int.Parse(unitPlayerData.teamId)));
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//Log.Debug("鯤소속흙黎檀" + DataGameSceneManager.Instance.GetStrs(int.Parse(unitPlayerData.teamId)));
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m_Info.text = DataGameSceneManager.Instance.GetStrs(int.Parse(unitPlayerData.teamId));
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m_Info.text = DataGameSceneManager.Instance.GetStrs(int.Parse(unitPlayerData.teamId) - 1);
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await UniTask.Delay(2000);
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await UniTask.Delay(2000);
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