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@ -421,6 +421,19 @@ namespace GameLogic
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}
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}
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// 排序
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m_TempList.Sort((a, b) =>
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{
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if (a.GetAllPower() > b.GetAllPower())
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{
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return -1;
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}
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else
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{
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return 1;
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}
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});
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// 随机取三个阵营,扔减速Buff,并且排除自己
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for (int i = 0; i < 3; i++)
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{
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@ -428,9 +441,7 @@ namespace GameLogic
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{
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break;
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}
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int index = UnityEngine.Random.Range(0, m_TempList.Count);
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var item = m_TempList[index];
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m_TempList.RemoveAt(index);
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var item = m_TempList[i];
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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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@ -519,41 +530,96 @@ namespace GameLogic
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return;
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}
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int count = 3; // 最多给的Buff数量
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// 生成台风
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List<ActorHItem> m_TempList = new List<ActorHItem>();
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foreach (var item in m_DicTeamList)
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{
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if (item.Value != actor && count > 0)
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if (item.Value != actor)
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{
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count--;
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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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item.Value.AddBuff(m_Buff1, unitPlayerData, giftConfig);
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for (int i = 0; i < 5; i++)
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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(item.Value.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 * 20;
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m_Buff1.m_EffectGo = eGo;
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// 移动特效
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eGo.transform.DOLocalMoveX(-2000, 16f).OnComplete(async () =>
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{
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GameObject.Destroy(eGo);
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});
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await UniTask.Delay(500); // 延时1秒
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}
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m_TempList.Add(item.Value);
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}
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}
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// 排序
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m_TempList.Sort((a, b) =>
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{
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if (a.GetAllPower() > b.GetAllPower())
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{
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return -1;
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}
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else
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{
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return 1;
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}
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});
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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 * 20;
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m_Buff1.m_EffectGo = eGo;
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// 移动特效
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eGo.transform.DOLocalMoveX(-2000, 16f).OnComplete(async () =>
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{
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GameObject.Destroy(eGo);
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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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//int count = 3; // 最多给的Buff数量
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//// 生成台风
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//foreach (var item in m_DicTeamList)
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//{
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// if (item.Value != actor && count > 0)
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// {
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// count--;
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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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// item.Value.AddBuff(m_Buff1, unitPlayerData, giftConfig);
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// for (int i = 0; i < 5; i++)
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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(item.Value.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 * 20;
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// m_Buff1.m_EffectGo = eGo;
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// // 移动特效
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// eGo.transform.DOLocalMoveX(-2000, 16f).OnComplete(async () =>
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// {
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// GameObject.Destroy(eGo);
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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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}
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/// <summary>
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