结算流程调整
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@ -42,12 +42,20 @@ namespace GameLogic
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private Dictionary<string, List<Buff>> m_Buffs = new Dictionary<string, List<Buff>>(); //自身Buff列表
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private Dictionary<string, List<Buff>> m_Buffs = new Dictionary<string, List<Buff>>(); //自身Buff列表
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private int timerId = -1;
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protected override void OnCreate()
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protected override void OnCreate()
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{
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{
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base.OnCreate();
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base.OnCreate();
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GameModule.Timer.AddTimer(TimerHandler, 0.01f, true);
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timerId = GameModule.Timer.AddTimer(TimerHandler, 0.01f, true);
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}
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protected override void OnDestroy()
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{
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base.OnDestroy();
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GameModule.Timer.RemoveTimer(timerId);
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}
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}
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private void TimerHandler(object[] e)
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private void TimerHandler(object[] e)
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@ -389,6 +397,11 @@ namespace GameLogic
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private void LoadTextureMatRes(int key)
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private void LoadTextureMatRes(int key)
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{
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{
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if (this.gameObject == null)
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{
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return;
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}
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// 先隐藏其他
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// 先隐藏其他
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for (int i = 1; i < m_rectCar.childCount; i++)
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for (int i = 1; i < m_rectCar.childCount; i++)
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{
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{
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@ -908,6 +908,7 @@ namespace GameLogic
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m_TeamSortList.Clear();
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m_TeamSortList.Clear();
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m_DicTeamList.Clear();
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@ -70,16 +70,14 @@ namespace GameLogic
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m_loopListView_View.RefreshAllShownItem();
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m_loopListView_View.RefreshAllShownItem();
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}
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}
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protected override void Close()
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protected override void OnDestroy()
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{
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{
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base.Close();
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base.OnDestroy();
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Log.Debug("UIGameRankForm Close");
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Log.Debug("UIGameRankForm Close");
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DataGameSceneManager.Instance.OnRestData();
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DataGameSceneManager.Instance.OnRestData();
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}
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}
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LoopListViewItem OnGetItemByIndex(LoopListView listView, int index)
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LoopListViewItem OnGetItemByIndex(LoopListView listView, int index)
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{
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{
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if (index >= m_PlayRankDatas.Count)
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if (index >= m_PlayRankDatas.Count)
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