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@@ -345,7 +345,7 @@ MonoBehaviour:
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Volume: 1
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Delay: 0
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_closeAudioData:
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AudioName: 20
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AudioName: 0
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IsLoop: 0
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Volume: 1
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Delay: 0
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@@ -1565,6 +1565,7 @@ RectTransform:
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m_LocalScale: {x: 0, y: 0, z: 0}
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m_ConstrainProportionsScale: 0
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m_Children:
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@@ -1874,6 +1875,81 @@ MonoBehaviour:
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IsAutoStartValue: 0
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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m_AnchorMax: {x: 1, y: 1}
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--- !u!114 &4126484886284211607
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MonoBehaviour:
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m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
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m_Maskable: 1
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m_OnCullStateChanged:
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m_Type: 1
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m_PreserveAspect: 0
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m_FillCenter: 1
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m_FillMethod: 4
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m_FillAmount: 1
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m_FillClockwise: 1
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m_FillOrigin: 0
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m_UseSpriteMesh: 0
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m_PixelsPerUnitMultiplier: 1
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--- !u!1 &6743320458867731797
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GameObject:
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m_ObjectHideFlags: 0
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@@ -166,7 +166,7 @@ namespace Game.Component
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#if UNITY_EDITOR
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public bool HasRunaway => MapContent.Instance?.IsRunaway ?? false;
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public float CurMoveSpeed => (MapContent.Instance?.MoveGlobalOffset ?? 0) * this._curMoveSpeedOffset * (this.MaxMoveSpeed *
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public float CurMoveSpeed => (MapContent.Instance?.EnemyMoveGlobalOffset ?? 0) * this._curMoveSpeedOffset * (this.MaxMoveSpeed *
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(1 +
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( this._expTimeHandler?.IsPlaying ?? false
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? (1 - this._expTimeHandler.CurProgress) * this._expSpeedOffset
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@@ -176,7 +176,7 @@ namespace Game.Component
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#else
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public bool HasRunaway => MapContent.Instance?.IsRunaway ?? false;
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public float CurMoveSpeed => (MapContent.Instance.MoveGlobalOffset) * this._curMoveSpeedOffset * (this.MaxMoveSpeed *
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public float CurMoveSpeed => (MapContent.Instance.EnemyMoveGlobalOffset) * this._curMoveSpeedOffset * (this.MaxMoveSpeed *
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(1 +
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( this._expTimeHandler?.IsPlaying ?? false
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? (1 - this._expTimeHandler.CurProgress) * this._expSpeedOffset
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@@ -1,13 +1,21 @@
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using XFFSM;
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using UnityEngine;
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using XFFSM;
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namespace Game.Component.EnemyFSM_AI
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{
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public class Sleep : EnemyFSMState
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{
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public override void OnExit ()
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{
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this.Entity.GetComponent<Collider2D> ().enabled = true;
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}
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public override void OnEnter ()
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{
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// this.Entity.
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this.Entity.AnimState.SetState (EnemyAnimStateType.Idle);
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SetAiTarget (this.Entity.CreatePos);
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this.Entity.GetComponent<Collider2D> ().enabled = false;
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//此处可设置角色动画为沉睡状态
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}
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}
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@@ -3,6 +3,7 @@ using Framework.Audio;
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using Framework.Timer;
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using Game.EventDefine;
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using UniFramework.Event;
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using Unity.Mathematics;
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using UnityEngine;
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namespace Game.Component
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@@ -17,11 +18,14 @@ namespace Game.Component
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public bool IsActiveGame;
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private float _moveGlobalOffset = 1;
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private float _expGlobalOffset = 0;
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//玩家位置
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public Vector2 PlayerPosition { private set; get; }
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public bool IsRunaway { get ; private set ; }
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public float MoveGlobalOffset => this._moveGlobalOffset;
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public Vector2 PlayerPosition { private set; get; }
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public bool IsRunaway { get ; private set ; }
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public float MoveGlobalOffset => this._moveGlobalOffset;
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public float EnemyMoveGlobalOffset => math.clamp (this._moveGlobalOffset - this._expGlobalOffset , 0 , 1f);
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public bool IsPause
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{
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@@ -81,6 +85,7 @@ namespace Game.Component
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public void ResetGame ()
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{
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this._expGlobalOffset = Mathf.Clamp (this.ScenePart.LossCount * 0.025f , 0 , 0.25f);
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this.PlayerEntity.gameObject.SetActive (false);
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this.IsPause = false;
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this._RunawayTimeHandler?.Kill ();
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@@ -20,6 +20,8 @@ namespace Game.Component
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[LabelText ("当前完成数:")] private int _currentConditionNumber = 0;
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public int LossCount;
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public int CurrentConditionNumber => this._currentConditionNumber;
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private List<EnemyEntity> _enemyEntities;
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@@ -19,9 +19,10 @@ namespace Game.FsmNode
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CameraEffectUtils.Instance.SetAberration (1f , 0.5f);
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CameraEffectUtils.Instance.SetGameCamBlur (0.35f , 0.5f , null);
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AudioManager.Instance.PlaySoundEffect (SeAudio.OverGame_Fail);
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GameManager.Instance.Vibrator (VibratorScale.Normal);
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GameEventDefine.GlobalRunaway.SendMessage (10);
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await UniTask.Delay (3000);
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MapContent.Instance.ScenePart.LossCount ++;
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this.stateMachineRunner.OpenState (GameState.StartGame);
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}
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@@ -18,11 +18,11 @@ namespace Game.FsmNode
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{
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RoomManager.Instance.LoadScenePart (RoomManager.Instance.PartIndex);
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}
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// AudioManager.Instance.PlayBGM(BgmAudio.NormalBgm , 0.65f);
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GameEventDefine.ChangeGameFsm.SendMessage (GameState.FightGame , true);
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UIManager.Instance.CloseLoading (null);
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MapContent.Instance.ResetGame ();
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// AudioManager.Instance.PlayBGM(BgmAudio.NormalBgm , 0.65f);
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CameraManager.Instance.SetCameraState (CameraManager.CameraState.Player_Near);
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GameEventDefine.ChangeGameFsm.SendMessage (GameState.FightGame , true);
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}
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protected override void OnExit ()
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@@ -46,7 +46,7 @@ Material:
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m_Ints: []
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m_Floats:
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- Vector1_c9f2135c9d254951b22c018d295f8558: 0.003
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- _blurOffset: 0.022401923
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- _blurOffset: 0.0076103834
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m_Colors: []
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m_BuildTextureStacks: []
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--- !u!114 &268278646524644520
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@@ -144,7 +144,6 @@ namespace StateSystem.State
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{
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CameraEffectUtils.Instance.SetAberration (0f , 0f);
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CameraEffectUtils.Instance.SetGameCamBlur (0f , 0f , null);
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BeginStaticPanel.ReleasePanel ();
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if (HasTempGame)
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{
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this.stateMachineRunner.OpenState (GameGlobalState.GameRoom);
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@@ -153,6 +152,7 @@ namespace StateSystem.State
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{
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UIManager.Instance.OpenView (UIPanel.InitTipPanel);
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}
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BeginStaticPanel.ReleasePanel ();
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});
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}
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}
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@@ -34,10 +34,10 @@ namespace Views
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this._time = 1;
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}
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#if !UNITY_EDITOR
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VibratorImp.Instance.Vibrator_Normal (0.2f , (int)(math.clamp (this._time , 0 , 1) * 50));
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VibratorImp.Instance.Vibrator_Normal (0.35f , (int)(math.clamp (this._time , 0 , 1) * 300));
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#endif
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// GameManager.Instance.Vibrator (VibratorScale.Small);
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CameraImpulseUtils.Instance.UniformImpulseCamera (0.5f , math.clamp (this._time , 0 , 2));
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CameraImpulseUtils.Instance.UniformImpulseCamera (0.5f , math.clamp (this._time , 0 , 5));
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}
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private void DoUpdate ()
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@@ -1,5 +1,6 @@
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using System.Collections.Generic;
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using System.StateSystem;
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using Cysharp.Threading.Tasks;
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using Framework.Audio;
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using Framework.UI;
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using Game;
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@@ -51,11 +52,12 @@ namespace Views
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this.table1.gameObject.SetActive (true);
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}
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private void OnTable4 (PlayableDirector obj)
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private async void OnTable4 (PlayableDirector obj)
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{
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this._animatorStateUpdate.state = 7;
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this.table3.gameObject.SetActive (false);
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this.table4.gameObject.SetActive (true);
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await UniTask.Delay (5000);
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this._closeBtn.gameObject.SetActive (true);
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}
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@@ -31,15 +31,17 @@ namespace Views{
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_toGame.gameObject.SetActive (false);
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string key = "CompleteCount";
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await UniTask.Delay (1000);
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if (!PlayerPrefs.HasKey ("toApp") && PlayerPrefs.GetInt (key , 0) > 0)
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// !PlayerPrefs.HasKey ("toApp") &&
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if ( PlayerPrefs.GetInt (key , 0) > 0)
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{
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//提醒玩家评论
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UIManager.Instance.OpenTip ("本项目由" + "Taptap聚光灯挑战赛@2024".ToColorString (new Color (1f, 0.38f, 0f)) + "活动在规定的21天时间完成制作\n你的评价将是对我们最大的支持!点击确认查看游戏详情页!" ,
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UIManager.Instance.OpenTip ("本项目由" + "Taptap聚光灯GameJam@2024".ToColorString (new Color (1f, 0.38f, 0f)) + "活动在规定的21天时间完成制作\n你的评价将是对我们最大的支持!点击确认查看游戏详情页!" ,
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() =>
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{
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PlayerPrefs.SetInt ("toApp" , 1);
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LaunchAppUtils.ToTapTapTargetApp(GameGlobalConfig.Instance.TapUrl);
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LaunchAppUtils.ToTapTapTargetApp(GameGlobalConfig.Instance.TapAppUrl);
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} , () => { });
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LaunchAppUtils.CheckTargetApp ("taptap.com");
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}
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this._playableDirector = parameters.GetValue<PlayableDirector>();
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MapContent.Instance.Pathfinder.Scan ();
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@@ -141,7 +141,7 @@ PlayerSettings:
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vulkanEnableLateAcquireNextImage: 0
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vulkanEnableCommandBufferRecycling: 1
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loadStoreDebugModeEnabled: 0
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bundleVersion: 1.1.0
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bundleVersion: 1.3.0
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preloadedAssets: []
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metroInputSource: 0
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wsaTransparentSwapchain: 0
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@@ -170,7 +170,7 @@ PlayerSettings:
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iPhone: 0
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tvOS: 0
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overrideDefaultApplicationIdentifier: 1
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AndroidBundleVersionCode: 15
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AndroidBundleVersionCode: 29
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AndroidMinSdkVersion: 24
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AndroidTargetSdkVersion: 0
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AndroidPreferredInstallLocation: 1
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