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@@ -14,12 +14,9 @@ public class ConductController : MonoBehaviour
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private SoldierLevelRecord soldierLevelRecord;
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private SoldierLevelRecord soldierLevelRecord;
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[LabelText("品质")] public int[] rarity;
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[LabelText("品质")] public int[] rarity;
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- [Tooltip("勾选定额;不勾选百分比")] public bool[] bUseFixedSacrifice;
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public float[] conversionRate;
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public float[] conversionRate;
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public int[] sacrificeValue;
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public int[] sacrificeValue;
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-
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- public float[] totalCD;
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- public float[] cd;
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+
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[LabelText("融魂技")] public ConductSkills[] conductSkills;
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[LabelText("融魂技")] public ConductSkills[] conductSkills;
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public Photosphere photosphere;
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public Photosphere photosphere;
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@@ -72,29 +69,8 @@ public class ConductController : MonoBehaviour
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}
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}
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- void Update()
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- {
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- for(int i = 0; i < 3; i++)
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- {
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- TextMeshProUGUI text = GameUI.instance.CD.GetChild(i).GetComponent<TextMeshProUGUI>();
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- if (cd[i] > 0)
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- {
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- cd[i] -= Time.deltaTime;
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- text.text = $"{(int)cd[i]}";
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- text.gameObject.SetActive(true);
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- }
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- else
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- {
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- text.gameObject.SetActive(false);
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- }
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- }
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- }
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public void Conduct(int demonicId, int dienum)
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public void Conduct(int demonicId, int dienum)
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{
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{
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- if (!bUseFixedSacrifice[demonicId])
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- {
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- cd[demonicId] = totalCD[demonicId];
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- }
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GameObject obj;
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GameObject obj;
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List<int> dieId = new List<int>();
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List<int> dieId = new List<int>();
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List<Demonic> dieDemonic = new List<Demonic>();
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List<Demonic> dieDemonic = new List<Demonic>();
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