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@ -85,8 +85,8 @@ public class ForgintPointManager : Singleton<ForgintPointManager> |
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public TMP_Text weaponNodeForgingResaultText;//锻造附魔界面结果按钮
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public TMP_Text weaponNodeForgingResaultText;//锻造附魔界面结果按钮
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public List <GameObject > weaponNodeForgingEffectSlotList = new List<GameObject > ();//词条刷新区域
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public List <GameObject > weaponNodeForgingEffectSlotList = new List<GameObject > ();//词条刷新区域
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public WeaponNode selectWeaponNode;//被选中的附魔
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public WeaponNode selectWeaponNode;//被选中的附魔
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string selectWeaponNodeConditionLevel; |
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public string selectWeaponNodeConditionLevel; |
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string selectWeaponNodeResultLevel; |
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public string selectWeaponNodeResultLevel; |
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public List<ConditionOrResultSelectedNode> conditionOrResultSelectedNodeList = new List<ConditionOrResultSelectedNode>();//刷新出来的附魔词条载体
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public List<ConditionOrResultSelectedNode> conditionOrResultSelectedNodeList = new List<ConditionOrResultSelectedNode>();//刷新出来的附魔词条载体
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public bool firstConditionRefresh;//第一次点击条件会刷新三个词条
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public bool firstConditionRefresh;//第一次点击条件会刷新三个词条
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public bool firstResultRefresh; |
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public bool firstResultRefresh; |
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@ -689,7 +689,7 @@ public class ForgintPointManager : Singleton<ForgintPointManager> |
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{ |
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{ |
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selectWeaponNode = currentWeaponNode; |
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selectWeaponNode = currentWeaponNode; |
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selectWeaponNodeConditionLevel = WeaponManager.Instance.getWeaponNodeConditionRarity(selectWeaponNode.condition, selectWeaponNode.conditionValue, selectWeaponNode.nodesColor); |
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selectWeaponNodeConditionLevel = WeaponManager.Instance.getWeaponNodeConditionRarity(selectWeaponNode.condition, selectWeaponNode.conditionValue, selectWeaponNode.nodesColor); |
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selectWeaponNodeResultLevel = WeaponManager.Instance.getWeaponNodeResultRarity(selectWeaponNode.condition, selectWeaponNode.conditionValue); |
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selectWeaponNodeResultLevel = WeaponManager.Instance.getWeaponNodeResultRarity(selectWeaponNode.result, selectWeaponNode.resultValue); |
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weaponNodeForgingPanel.SetActive(true); |
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weaponNodeForgingPanel.SetActive(true); |
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