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@ -264,6 +264,25 @@ namespace GameLogic
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List<GameObject> m_ListEgo = new List<GameObject>();
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List<GameObject> m_ListEgo = new List<GameObject>();
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public void SetCurrenFill()
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{
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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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float shrinkTo = Mathf.Max(0.1f, originalFill - 0.2f); // 缩到原值-0.4,最小0.1
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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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).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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).SetEase(Ease.OutElastic);
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});
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}
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/// <summary>
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/// <summary>
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/// 增加礼物推力效果
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/// 增加礼物推力效果
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@ -281,6 +300,7 @@ namespace GameLogic
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await UniTask.Delay(6000);
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await UniTask.Delay(6000);
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// 直接扣
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// 直接扣
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m_AllAddPush += (int)buff.addPower;
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m_AllAddPush += (int)buff.addPower;
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@ -807,9 +807,10 @@ namespace GameLogic
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m_Buff1.m_EffectGo = eGo;
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m_Buff1.m_EffectGo = eGo;
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// 移动特效
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// 移动特效
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eGo.transform.DOLocalMoveX(-2000, 16f).OnComplete(async () =>
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eGo.transform.DOLocalMoveX(0, 5f).OnComplete(async () =>
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{
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{
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GameObject.Destroy(eGo);
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GameObject.Destroy(eGo);
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m_TempList[i].SetCurrenFill();
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});
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});
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await UniTask.Delay(500); // 延时1秒
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await UniTask.Delay(500); // 延时1秒
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@ -918,6 +919,13 @@ namespace GameLogic
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{
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{
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GameObject.Destroy(eGo);
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GameObject.Destroy(eGo);
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});
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});
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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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}
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}
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}
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else
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else
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{
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{
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@ -934,6 +942,12 @@ namespace GameLogic
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{
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{
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GameObject.Destroy(eGo);
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GameObject.Destroy(eGo);
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});
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});
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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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}
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}
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}
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