| | |
| | | }
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| | | }
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| | |
|
| | | private SFXController m_ReikiEffect;
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| | |
|
| | | protected override void OnMainModelLoaded()
|
| | | {
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| | | RequestMissionSign();
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| | |
| | | int _secondaryId = _ids.Length > 1 ? int.Parse(_ids[1]) : -1;
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| | | int _horseId = _ids.Length > 2 ? int.Parse(_ids[2]) : -1;
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| | | int _wingId = _ids.Length > 3 ? int.Parse(_ids[3]) : -1;
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| | | int _reikiId = _ids.Length > 4 ? int.Parse(_ids[4]) : -1;
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| | |
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| | | // Debug.LogFormat("weapon: {0}, secondary: {1}, horse: {2}, wing: {3}", _weaponId, _secondaryId, _horseId, _weaponId);
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| | |
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| | |
| | | if (_horseId > 0)
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| | | {
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| | | SetEquipHorse(_horseId);
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| | | }
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| | |
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| | | if (ReikiRootEffectConfig.Has(_reikiId))
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| | | {
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| | | if (m_ReikiEffect)
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| | | {
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| | | SFXPlayUtility.Instance.Release(m_ReikiEffect);
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| | | m_ReikiEffect = null;
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| | | }
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| | | var _config = ReikiRootEffectConfig.Get(_reikiId);
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| | | m_ReikiEffect = SFXPlayUtility.Instance.PlayBattleEffect(_config.effect, Root, 1);
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| | | }
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| | | }
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| | |
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| | |
| | |
|
| | | protected override void OnUnit()
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| | | {
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| | | if (m_ReikiEffect)
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| | | {
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| | | SFXPlayUtility.Instance.Release(m_ReikiEffect);
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| | | m_ReikiEffect = null;
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| | | }
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| | |
|
| | | if (m_WeaponModel)
|
| | | {
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| | | var _prefab = InstanceResourcesLoader.LoadModelRes(m_WeaponID);
|