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@ -889,6 +889,66 @@ MonoBehaviour:
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m_Metrics:
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m_GlyphRect:
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m_Metrics:
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m_GlyphRect:
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m_Metrics:
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m_HorizontalBearingX: 1.703125
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m_HorizontalAdvance: 117
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m_GlyphRect:
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m_CharacterTable:
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m_Unicode: 32
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@ -1074,6 +1134,22 @@ MonoBehaviour:
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m_Unicode: 37266
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m_GlyphIndex: 6173
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m_Scale: 1
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- m_ElementType: 1
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m_Scale: 1
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m_Unicode: 38136
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m_GlyphIndex: 6310
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m_Scale: 1
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m_AtlasTextures:
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m_AtlasTextureIndex: 0
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@ -1260,6 +1336,22 @@ MonoBehaviour:
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m_Y: 416
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m_Width: 134
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m_Y: 817
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m_Width: 134
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m_Height: 104
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m_FreeGlyphRects:
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m_Y: 32
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@ -1369,18 +1461,6 @@ MonoBehaviour:
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m_Y: 400
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m_Width: 50
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m_Height: 9
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@ -1397,14 +1477,6 @@ MonoBehaviour:
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m_Y: 409
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@ -1413,6 +1485,38 @@ MonoBehaviour:
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m_Y: 416
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m_Width: 117
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m_Height: 607
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- m_X: 400
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m_fontInfo:
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Name:
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PointSize: 0
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@ -78555,7 +78555,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: -194, y: 584}
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m_AnchoredPosition: {x: -194, y: 714}
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m_SizeDelta: {x: 673.4304, y: 121.1576}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!1 &7971765919379679797
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@ -99365,6 +99365,14 @@ PrefabInstance:
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m_Modifications:
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@ -99373,6 +99381,30 @@ PrefabInstance:
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propertyPath: m_Pivot.x
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value: 0.5
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@ -99453,6 +99485,10 @@ PrefabInstance:
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propertyPath: m_LocalEulerAnglesHint.z
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value: 0
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objectReference: {fileID: 0}
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value: 0
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objectReference: {fileID: 0}
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m_RemovedComponents: []
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m_RemovedGameObjects: []
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m_AddedGameObjects: []
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@ -274,13 +274,13 @@ namespace GameLogic
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DOTween.To(
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() => m_imgValue.fillAmount,
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x => m_imgValue.fillAmount = x,
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shrinkTo, 0.12f
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shrinkTo, 0.15f
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).SetEase(Ease.InQuad).OnComplete(() =>
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{
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DOTween.To(
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() => m_imgValue.fillAmount,
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x => m_imgValue.fillAmount = x,
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originalFill, 0.4f
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originalFill, 0.35f
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).SetEase(Ease.OutElastic);
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});
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}
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@ -511,13 +511,7 @@ namespace GameLogic
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eGo.transform.localScale = Vector3.one;
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eGo.gameObject.SetActive(true);
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eGo.transform.DOLocalMoveX(0, 3f).OnComplete(async () =>
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{
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// 特效播放完毕后销毁
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GameObject.Destroy(eGo);
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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);
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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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@ -535,6 +529,31 @@ namespace GameLogic
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).SetEase(Ease.OutElastic);
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});
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// 生成新爆点
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var eGoBoom = GameModule.Resource.LoadGameObject("Long_Boom");
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eGoBoom.transform.SetParent(m_rectCar.transform);
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eGoBoom.transform.localPosition = new Vector3(0, 0, 0);
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eGoBoom.transform.localScale = Vector3.one;
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eGoBoom.gameObject.SetActive(true);
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eGoBoom.transform.DOLocalMoveX(0, 3f).OnComplete(async () =>
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{
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// 特效播放完毕后销毁
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GameObject.Destroy(eGo);
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});
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eGo.transform.DOLocalMoveX(0, 3f).OnComplete(async () =>
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{
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// 特效播放完毕后销毁
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GameObject.Destroy(eGo);
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});
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await UniTask.Delay(1500); // 等待特效播放完毕
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// 直接扣
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m_AllPush += (int)buff.addPower;
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return;
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@ -807,8 +807,9 @@ namespace GameLogic
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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(async () =>
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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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@ -865,7 +866,7 @@ namespace GameLogic
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// 添加无敌护罩
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Buff m_Buff = new Buff();
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m_Buff.OnInit(giftConfig.Id, 0, giftConfig.TimerLen * num, giftConfig.AddGiftScore, num);
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m_Buff.OnInit(giftConfig.Id, 0, giftConfig.TimerLen * num * 10, giftConfig.AddGiftScore, num);
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m_Buff.isZoneTimer = true;
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actor.AddBuff(m_Buff, unitPlayerData, giftConfig);
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@ -894,6 +895,7 @@ namespace GameLogic
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await UniTask.Delay(500);
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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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@ -923,7 +925,7 @@ namespace GameLogic
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for (int i = 0; i < 45; i++)
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{
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DataGameSceneManager.Instance.m_TeamSortList[1].SetCurrenFill();
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await UniTask.Delay(1000);
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await UniTask.Delay(600);
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}
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}
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@ -946,7 +948,7 @@ namespace GameLogic
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for (int i = 0; i < 45; i++)
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{
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DataGameSceneManager.Instance.m_TeamSortList[0].SetCurrenFill();
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await UniTask.Delay(1000);
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await UniTask.Delay(600);
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}
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}
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