修bug
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7f934a7245
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@ -89,31 +89,23 @@ public class SkillBox : Base
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void InitSkil()
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{
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foreach (string _mengyaoRole in mengyaoRole.Keys)
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foreach (string _mengyaoRoleId in mengyaoRole.Keys)
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{
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GameObject obj = Instantiate(Skill, SkillParent);
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obj.GetComponent<Skill_Spend>().infobox_skill_up = infobox_skill;
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//obj.GetComponent<Skill_Spend>().MySkill = mengyaoRole[_mengyaoRole].Myskill;
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}
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/*for (int i = 0; i < Base.GlobalObj.GetComponent<gameGlobal>().CarryCardId.Count; i++)
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{
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Base.GlobalObj.GetComponent<gameGlobal>().CarryCardId[i];
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for (int j = 0; j < 2; j++)
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{
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GameObject obj = Instantiate(Skill,SkillParent);
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obj.GetComponent<Skill_Spend>().infobox_skill_up = infobox_skill;
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obj.GetComponent<Skill_Spend>().MySkill = MengyaoInfo.Instance.m_SkillData[i].skills[j];
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foreach (Monster m in MengyaoInfo.Instance.m_SkillData)
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{
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if (m.temp_id == _mengyaoRoleId)
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{
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for (int j = 0; j < 2; j++)
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{
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GameObject obj = Instantiate(Skill, SkillParent);
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obj.GetComponent<Skill_Spend>().infobox_skill_up = infobox_skill;
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//obj.GetComponent<Skill_Spend>().infobox_skill_up = infobox_skill;
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}
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}
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return;
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}
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}*/
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//Base.GlobalObj.GetComponent<gameGlobal>().CarryCardId.Clear();
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}
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}
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@ -82,7 +82,7 @@ public class cardContorl : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndD
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{
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mY.transform.position = mY.GetComponent<cardPlace>().tower.transform.position;
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SkillBox.instance.mengyaoRole.Add(mY.GetComponent<Role>().id,mY.GetComponent<Role>());
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///SkillBox.instance.mengyaoRole.Add(mY.GetComponent<Role>().id,mY.GetComponent<Role>());
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this.enabled = false;
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cardBox.instance.ChangeInPlaceNumber(1);
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@ -22,7 +22,7 @@ public class MengyaoInfo :JsonReadBase
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Instance = this;
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m_Mengyao = base.LoadJson<Character>(NameAsset);
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base.DisplayData<Character>(m_Mengyao);
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//base.DisplayData<Character>(m_Mengyao);
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m_Level = base.LoadJson<Level>(LevelAsset);
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// base.DisplayData<Level>(m_Level);
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@ -32,7 +32,7 @@ public class MengyaoInfo :JsonReadBase
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m_SkillData = base.LoadJson<Monster>(SkillAsset);
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// Debug.Log(m_SkillData);
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base.DisplayData<Monster>(m_SkillData);
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//base.DisplayData<Monster>(m_SkillData);
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}
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// Update is called once per frame
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