using UnityEngine; 
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using System.Collections.Generic; 
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using UnityEngine.UI; 
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public class BattleRootNode : MonoBehaviour 
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{ 
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    public RectTransform redTeamNode; 
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    public List<GameObject> redTeamNodeList 
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    { 
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        get 
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        { 
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            return _redTeamNodeList; 
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        } 
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    } 
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    private List<GameObject> _redTeamNodeList = new List<GameObject>(); 
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    public RectTransform blueTeamNode; 
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    public List<GameObject> blueTeamNodeList 
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    { 
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        get 
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        { 
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            return _blueTeamNodeList; 
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        } 
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    } 
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    private List<GameObject> _blueTeamNodeList = new List<GameObject>(); 
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    public RawImage imgBackground; 
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    public RectTransform bgPos1; 
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    public RectTransform bgPos2; 
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    public RectTransform battleNode; 
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    public RectTransform battleNodePos1; 
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    public RectTransform battleNodePos2; 
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    public RendererAdjuster rendererAdjuster; 
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    public RendererAdjuster battleStartAdjuster; 
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    void Awake() 
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    { 
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        for (int i = 1; i <= TeamConst.MaxTeamSlotCount; i++) 
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        { 
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            Transform redTrans = redTeamNode.Find("Pos" + i); 
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            _redTeamNodeList.Add(redTrans.gameObject); 
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            Transform blueTrans = blueTeamNode.Find("Pos" + i); 
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            _blueTeamNodeList.Add(blueTrans.gameObject); 
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        } 
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        DontDestroyOnLoad(gameObject); 
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        // SetSortingOrder(); 
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    } 
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    public void SetBackground(Texture texture) 
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    { 
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        if (imgBackground != null) 
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        { 
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            imgBackground.texture = texture; 
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            imgBackground.raycastTarget = false; 
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            // imgBackground.SetNativeSize(); 
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        } 
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    } 
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    public void SetSortingOrder() 
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    { 
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        rendererAdjuster.SetSortingOrder(BattleConst.BlockerSortingOrder); 
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        battleStartAdjuster.SetSortingOrder(BattleConst.ActiveHeroActionSortingOrder);//最高层 
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    } 
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    public Transform skillBackNode; 
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    public Transform skillFrontNode; 
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    public GameObject skillMaskNode; 
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    public GameObject battleStartNode; 
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} 
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