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@ -49,7 +49,7 @@ namespace GameLogic
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private List<UnitPlayerData> m_ListUnitPlayDatas = new List<UnitPlayerData>();
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private float m_AddPush = 0.1f; // 初始推力值
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public long m_AllPush = 0; // 当前总值
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public float m_AllPush = 0; // 当前总值
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private int m_AllAddPush = 0;//永久增加推力值
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private int m_AssetID = 0; // 资源ID,用于加载资源
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@ -229,7 +229,7 @@ namespace GameLogic
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}
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//Log.Debug("增加推力:" + m_AddPush);
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m_AllPush += (int)m_AddPush;
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m_AllPush += m_AddPush;
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// 检测个人赛道推力值是否到达可以切换形象
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SwitchActor();
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@ -344,7 +344,7 @@ namespace GameLogic
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SetCurrenFill();
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// 直接扣
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m_AllPush += (int)buff.addPower / 5;
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m_AllPush += buff.addPower / 5;
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if (m_AllPush <= 0)
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{
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@ -427,7 +427,7 @@ namespace GameLogic
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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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await UniTask.Delay(2000);
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await UniTask.Delay(12000);
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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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@ -615,7 +615,7 @@ namespace GameLogic
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// 直接扣
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m_AllPush += (int)buff.addPower;
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m_AllPush += buff.addPower;
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if (m_AllPush <= 0)
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{
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@ -632,11 +632,10 @@ namespace GameLogic
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{
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Dictionary<string, string> dic = new Dictionary<string, string>();
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dic.Add("action", "list");
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//dic.Add("roomId", EventConts.RoomData.room_id);
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dic.Add("roomId", "11111");
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string m_Json = HttpSendHelper.HttpPostRequest(EventConts.GetAckTest, dic.ToJson());
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dic.Add("roomId", EventConts.RoomData.room_id);
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//dic.Add("roomId", "11111");
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string m_Json = HttpSendHelper.HttpPostRequest(EventConts.GetAck, dic.ToJson());
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Log.Debug(m_Json);
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// 先根据解析出来的类型处理
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var mj = JObject.Parse(m_Json);
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string Info = mj["data"].ToString();
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