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@ -159,7 +159,7 @@ namespace GameLogic
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private void AddMyPush()
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{
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// 最终结果值 = 初始推力+玩家数量 + 永久增加推力值
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m_AddPush = EventConts.InitPower + (m_ListUnitPlayDatas.Count * EventConts.PlayerScale) + m_AllAddPush ;
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m_AddPush = EventConts.InitPower + (m_ListUnitPlayDatas.Count * EventConts.PlayerScale) + m_AllAddPush;
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foreach (var item in m_Buffs)
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{
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@ -191,7 +191,6 @@ namespace GameLogic
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// 移除超时的Buff
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foreach (var buff in m_tempBuffList)
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{
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Log.Debug("移除Buff列表:" + buff.m_Id);
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if (buff.m_EffectGo != null)
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{
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GameObject.Destroy(buff.m_EffectGo);
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@ -214,10 +213,11 @@ namespace GameLogic
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// 减速也不能减到负数
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if (m_AddPush <= 0)
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{
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m_AddPush = 0;
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}
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//if (m_AddPush <= 0)
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//{
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// m_AddPush = 0;
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//}
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m_AllPush += m_AddPush;
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@ -412,10 +412,15 @@ namespace GameLogic
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GameObject.Destroy(effectGo);
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});
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await UniTask.Delay(500); // 等待一段时间再生成下一个特效
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}
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// 直接扣
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m_AllAddPush = m_AllAddPush + (int)buff.addPower;
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}
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else if (buff.m_Id == 4)
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@ -428,11 +433,11 @@ namespace GameLogic
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eGo.gameObject.SetActive(true);
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eGo.transform.localPosition = new Vector3(-1500, 0, 0);
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eGo.transform.DOLocalMoveX(0, 4f).OnComplete(async () =>
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{
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await UniTask.Delay(2000);
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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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{
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await UniTask.Delay(2000);
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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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//// 加载常规特效
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//LoadEffectGo(giftConfig, buff);
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@ -490,6 +495,8 @@ namespace GameLogic
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).SetEase(Ease.OutElastic);
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});
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// 直接扣
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m_AllAddPush = m_AllAddPush + (int)buff.addPower;
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}
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}
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@ -382,6 +382,8 @@ namespace GameLogic
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// 暂存逻辑
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m_PendingGiftActions.Add(() =>
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{
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Log.Debug(giftConfig.Id);
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// 下面原有的逻辑全部放到这里
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if (giftConfig.Id == 1)
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{
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@ -446,6 +448,8 @@ namespace GameLogic
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}
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}
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Log.Debug("???????????");
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// 排序
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m_TempList.Sort((a, b) =>
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{
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@ -469,6 +473,9 @@ namespace GameLogic
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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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Log.Debug("减速:" + giftConfig.AddPower * num);
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m_Buff1.OnInit(giftConfig.Id, giftConfig.AddPower * num, giftConfig.TimerLen, giftConfig.AddGiftScore, num);
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item.AddBuff(m_Buff1, unitPlayerData, giftConfig);
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@ -631,6 +638,7 @@ namespace GameLogic
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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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Log.Debug("????????" + giftConfig.AddPower * num);
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m_Buff1.OnInit(giftConfig.Id, giftConfig.AddPower * num, giftConfig.TimerLen, giftConfig.AddGiftScore, num);
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item.AddBuff(m_Buff1, unitPlayerData, giftConfig);
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