修复掉落两次奖励
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25
Role/Role.cs
25
Role/Role.cs
@ -1,19 +1,11 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Drawing;
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using System.Linq;
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using System.Reflection;
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using System.Threading.Tasks;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.UIElements;
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using Debug = UnityEngine.Debug;
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using Image = UnityEngine.UI.Image;
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using DG.Tweening;
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using UnityEngine.SocialPlatforms;
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public enum Camp
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{/// <summary>
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/// 鯤소
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@ -117,8 +109,8 @@ public class Role : Fun
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}
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}
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[Header("掉落")] public float gold = 10f;
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public float Gold
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[Header("掉落")] public int gold = 6;
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public int Gold
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{
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[DebuggerStepThrough]
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get => gold;
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@ -219,7 +211,7 @@ public class Role : Fun
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public void AddBuff(List<Action<Role>> buffs, Action<Role> buffAction)
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{
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buffs.Add(buffAction);
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Debug.LogError(this.name + "添加buff到"+ buffs);
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UnityEngine.Debug.LogError(this.name + "添加buff到"+ buffs);
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}
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/// <summary>
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@ -229,7 +221,7 @@ public class Role : Fun
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{
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foreach (var buff in PlayerBuff)
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{
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Debug.LogError(this.name + "进入执行buff判断");
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UnityEngine.Debug.LogError(this.name + "进入执行buff判断");
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buff.Invoke(this); // 쉥菱성鱗槨커깃눈뒵
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}
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@ -324,14 +316,11 @@ public class Role : Fun
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if (!IsDead)
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{
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UIContorl.instance.Killnumber++;
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//Destroy(gameObject);
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SkillBox.instance.AddExperience(gold, this.gameObject.transform);
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IsDead = true;
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}
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HaveDieTime++;
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Debug.Log("die");
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}
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}
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/// <summary>
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@ -408,7 +397,7 @@ public class Role : Fun
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Level = 1;
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// 路零쏜귑
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Gold = 10f;
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Gold = 10;
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// 헌왕 Buff 죗깊
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buffList.Clear();
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