对金手指特效问题
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@ -174,6 +174,8 @@ PlayableDirector:
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UnityProject/Assets/AssetRaw/TimeLine.meta
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UnityProject/Assets/AssetRaw/TimeLine.meta
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UnityProject/Assets/AssetRaw/TimeLine/JszSignal.signal
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UnityProject/Assets/AssetRaw/TimeLine/JszSignal.signal
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%TAG !u! tag:unity3d.com,2011:
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@ -300,6 +300,31 @@ namespace GameLogic
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// 龙卷风特效特殊处理
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for (int j = 0; j < 5; j++)
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{
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// 生成特效
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var eGo = GameModule.Resource.LoadGameObject(giftConfig.EffectName);
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eGo.transform.SetParent(GetRect().transform);
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eGo.transform.localPosition = new Vector3(1500, 0, 0);
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eGo.transform.localScale = Vector3.one;
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// 动画异步执行,不阻塞主流程
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eGo.transform.DOLocalMoveX(0, 5f).OnComplete(() =>
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{
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GameObject.Destroy(eGo);
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});
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GameModule.Timer.AddTimer((e) =>
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{
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SetCurrenFill();
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}, 4f);
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// 严格每500ms生成一个特效
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await UniTask.Delay(500);
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}
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await UniTask.Delay(6000);
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// 直接扣
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@ -10,6 +10,8 @@ using DG.Tweening;
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using Coffee.UIExtensions;
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using Cysharp.Threading.Tasks;
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using System.Threading.Tasks;
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using UnityEngine.Timeline;
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using UnityEngine.Events;
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namespace GameLogic
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{
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@ -789,36 +791,15 @@ namespace GameLogic
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for (int i = 0; i < 3; i++)
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{
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// 添加减速Buff
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Buff m_Buff1 = new Buff();
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m_Buff1.OnInit(giftConfig.Id, giftConfig.AddPower * num, giftConfig.TimerLen, giftConfig.AddGiftScore, num);
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m_TempList[i].AddBuff(m_Buff1, unitPlayerData, giftConfig);
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for (int j = 0; j < 5; j++)
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{
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// 添加减速Buff给到
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var eGo = GameModule.Resource.LoadGameObject(giftConfig.EffectName);
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eGo.transform.SetParent(m_TempList[i].GetRect().transform);
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//eGo.transform.position = actor.GetRect().transform.position;
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eGo.transform.localPosition = new Vector3(1500, 0, 0);
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eGo.transform.localScale = Vector3.one;
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m_Buff1.m_EffectGo = eGo;
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// 移动特效
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eGo.transform.DOLocalMoveX(0, 5f).OnComplete(() =>
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{
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Log.Debug("?");
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GameObject.Destroy(eGo);
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m_TempList[i].SetCurrenFill();
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});
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await UniTask.Delay(500); // 延时1秒
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}
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}
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}
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/// <summary>
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@ -908,8 +889,6 @@ namespace GameLogic
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if (DataGameSceneManager.Instance.m_TeamSortList[0] == actor)
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{
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// 自己是第一名,则给第二名生成一个特效
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Log.Debug("?!!!");
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// 添加减速Buff给到
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var eGo = GameModule.Resource.LoadGameObject("JSZ");
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eGo.transform.SetParent(DataGameSceneManager.Instance.m_TeamSortList[1].GetRect().transform);
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@ -922,16 +901,14 @@ namespace GameLogic
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GameObject.Destroy(eGo);
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});
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for (int i = 0; i < 45; i++)
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var JszSignal = GameModule.Resource.LoadAsset<SignalAsset>("JszSignal");
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eGo.GetComponent<SignalReceiver>().GetReaction(JszSignal).AddListener(() =>
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{
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DataGameSceneManager.Instance.m_TeamSortList[1].SetCurrenFill();
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await UniTask.Delay(600);
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}
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});
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}
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else
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{
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Log.Debug("?!!!312321321");
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// 给第一名生成一个特效
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// 添加减速Buff给到
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var eGo = GameModule.Resource.LoadGameObject("JSZ");
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@ -945,11 +922,12 @@ namespace GameLogic
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GameObject.Destroy(eGo);
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});
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for (int i = 0; i < 45; i++)
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var JszSignal = GameModule.Resource.LoadAsset<SignalAsset>("JszSignal");
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eGo.GetComponent<SignalReceiver>().GetReaction(JszSignal).AddListener(() =>
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{
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DataGameSceneManager.Instance.m_TeamSortList[0].SetCurrenFill();
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await UniTask.Delay(600);
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}
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DataGameSceneManager.Instance.m_TeamSortList[1].SetCurrenFill();
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});
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}
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@ -188,3 +188,16 @@ MonoBehaviour:
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FilterRuleName: CollectAll
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AssetTags:
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UserData:
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- GroupName: TimeLine
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