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@ -564,7 +564,7 @@ namespace GameLogic
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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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GameObject.Destroy(eGoBoom);
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});
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@ -21,6 +21,7 @@ namespace GameLogic
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public List<ActorHItem> m_TeamSortList = new List<ActorHItem>(); // 用于排序的阵营列表数据
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public Dictionary<string, ActorHItem> m_DicTeamList = new Dictionary<string, ActorHItem>();
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public List<(ActorHItem actor, double score)> hItemActors = new List<(ActorHItem, double)>();
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public float m_GameTimerLen = 0;
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public List<string> m_Strs = new List<string>() { "陈", "王", "李", "张", "刘", "杨", "黄", "赵", "吴", "周",
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@ -852,88 +853,91 @@ namespace GameLogic
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actor.AddBuff(m_Buff, unitPlayerData, giftConfig);
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await UniTask.Delay(2000);
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//await UniTask.Delay(2000);
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// 排序
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DataGameSceneManager.Instance.m_TeamSortList.Sort((a, b) =>
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//// 排序
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//DataGameSceneManager.Instance.m_TeamSortList.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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GameModule.Timer.AddTimer(async (e) =>
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{
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if (a.GetAllPower() > b.GetAllPower())
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for (int i = 0; i < DataGameSceneManager.Instance.m_TeamSortList.Count; i++)
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{
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return -1;
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if (DataGameSceneManager.Instance.m_TeamSortList[i] == actor)
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{
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continue;
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}
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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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DataGameSceneManager.Instance.m_TeamSortList[i].AddBuff(m_Buff1, unitPlayerData, giftConfig);
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}
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// 生成手指特效
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if (hItemActors[0].actor == actor)
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{
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// 自己是第一名,则给第二名生成一个特效
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// 添加减速Buff给到
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var eGo = GameModule.Resource.LoadGameObject("JSZ");
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eGo.transform.SetParent(hItemActors[1].actor.GetRect().transform);
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eGo.transform.localPosition = new Vector3(0, 0, 0);
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eGo.transform.localScale = Vector3.one * 0.5f;
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// 移动特效
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eGo.transform.DOLocalMoveX(-1, 45f).OnComplete(() =>
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{
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GameObject.Destroy(eGo);
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});
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var JszSignal = GameModule.Resource.LoadAsset<SignalAsset>("JszSignal");
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eGo.GetComponent<SignalReceiver>().GetReaction(JszSignal).AddListener(() =>
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{
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hItemActors[1].actor.SetCurrenFill();
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});
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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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// 给第一名生成一个特效
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// 添加减速Buff给到
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var eGo = GameModule.Resource.LoadGameObject("JSZ");
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eGo.transform.SetParent(hItemActors[0].actor.GetRect().transform);
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eGo.transform.localPosition = new Vector3(0, 0, 0);
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eGo.transform.localScale = Vector3.one * 0.5f;
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for (int i = 0; i < DataGameSceneManager.Instance.m_TeamSortList.Count; i++)
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{
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if (DataGameSceneManager.Instance.m_TeamSortList[i] == actor)
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{
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continue;
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// 移动特效
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eGo.transform.DOLocalMoveX(-1, 45f).OnComplete(() =>
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{
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GameObject.Destroy(eGo);
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});
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var JszSignal = GameModule.Resource.LoadAsset<SignalAsset>("JszSignal");
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eGo.GetComponent<SignalReceiver>().GetReaction(JszSignal).AddListener(() =>
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{
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hItemActors[0].actor.SetCurrenFill();
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});
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}
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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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DataGameSceneManager.Instance.m_TeamSortList[i].AddBuff(m_Buff1, unitPlayerData, giftConfig);
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}
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// 生成手指特效
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if (DataGameSceneManager.Instance.m_TeamSortList[0] == actor)
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{
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// 自己是第一名,则给第二名生成一个特效
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// 添加减速Buff给到
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var eGo = GameModule.Resource.LoadGameObject("JSZ");
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eGo.transform.SetParent(DataGameSceneManager.Instance.m_TeamSortList[1].GetRect().transform);
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eGo.transform.localPosition = new Vector3(0, 0, 0);
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eGo.transform.localScale = Vector3.one * 0.5f;
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// 移动特效
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eGo.transform.DOLocalMoveX(-1, 45f).OnComplete(() =>
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{
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GameObject.Destroy(eGo);
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});
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var JszSignal = GameModule.Resource.LoadAsset<SignalAsset>("JszSignal");
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eGo.GetComponent<SignalReceiver>().GetReaction(JszSignal).AddListener(() =>
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{
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DataGameSceneManager.Instance.m_TeamSortList[1].SetCurrenFill();
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});
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}
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else
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{
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// 给第一名生成一个特效
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// 添加减速Buff给到
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var eGo = GameModule.Resource.LoadGameObject("JSZ");
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eGo.transform.SetParent(DataGameSceneManager.Instance.m_TeamSortList[0].GetRect().transform);
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eGo.transform.localPosition = new Vector3(0, 0, 0);
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eGo.transform.localScale = Vector3.one * 0.5f;
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// 移动特效
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eGo.transform.DOLocalMoveX(-1, 45f).OnComplete(() =>
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{
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GameObject.Destroy(eGo);
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});
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var JszSignal = GameModule.Resource.LoadAsset<SignalAsset>("JszSignal");
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eGo.GetComponent<SignalReceiver>().GetReaction(JszSignal).AddListener(() =>
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{
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DataGameSceneManager.Instance.m_TeamSortList[1].SetCurrenFill();
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});
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}
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}, 2);
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// 告知UI,创建全屏特效
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GameEvent.Send(EventConts.TtqEffectCreate, giftConfig);
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@ -10,6 +10,8 @@ using Coffee.UIExtensions;
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using UnityEngine.Video;
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using System.Xml.Linq;
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using System;
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using DG.Tweening;
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using UnityEngine.Timeline;
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namespace GameLogic
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{
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@ -604,25 +606,6 @@ namespace GameLogic
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private async void TtqEffectCreateFunc(GiftConfig giftConfig)
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{
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//// 判断场景是否存在这个资源
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//if (m_TestEgo != null)
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//{
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// return;
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//}
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//else
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//{
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// var m_Ego = GameModule.Resource.LoadGameObject("TTQ01");
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// m_TestEgo = m_Ego;
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// m_Ego.transform.SetParent(this.transform);
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// m_Ego.transform.localPosition = Vector3.zero;
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// m_Ego.transform.localScale = Vector3.one;
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// // 设置时间消失
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// await UniTask.Delay(giftConfig.TimerLen * 1000);
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// GameObject.Destroy(m_Ego);
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// m_TestEgo = null;
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//}
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}
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private async void AddGiftMessageFunc(UnitPlayerData unitPlayerData, GiftConfig giftConfig, int num)
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@ -704,6 +687,7 @@ namespace GameLogic
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{
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// Create a list to hold the HItemActors and their scores
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List<(ActorHItem actor, double score)> hItemActors = new List<(ActorHItem, double)>();
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//hItemActors.Clear();
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// Populate the list with HItemActors and their scores
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for (int i = 0; i < m_rectHPanel.childCount; i++)
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@ -732,6 +716,8 @@ namespace GameLogic
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rectTransform.SetSiblingIndex(i);
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}
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DataGameSceneManager.Instance.hItemActors = hItemActors; // 更新全局变量
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}
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}
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