重新配置数据
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@ -80,7 +80,7 @@ public abstract class StepState : MonoBehaviour
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GameManager.UIMgr.HidePanel<UI_LoadingPanel>();
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GameManager.UIMgr.HidePanel<UI_LoadingPanel>();
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GameManager.RunModelMgr.SceneType = jumpSence;
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GameManager.RunModelMgr.SceneType = jumpSence;
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GameManager.EventMgr.EventTrigger(Enum_EventType.SwitchScene, jumpSence);
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GameManager.EventMgr.EventTrigger(Enum_EventType.SwitchScene, jumpSence);
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GameManager.EventMgr.EventTrigger<int>(Enum_EventType.SwitchSubProcessStepTriggerID, GameManager.ProcessMgr.d_Scheme.CurrentProcess.CurrentSubProcess.CurrentSubProcessStep.triggersId[0]);
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GameManager.EventMgr.EventTrigger<string>(Enum_EventType.SwitchSubProcessStepTriggerID, GameManager.ProcessMgr.d_Scheme.CurrentProcess.CurrentSubProcess.CurrentSubProcessStep.triggersName[0]);
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doStepState.Invoke(true);
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doStepState.Invoke(true);
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});
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});
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@ -98,16 +98,16 @@ public class PacksackBagMgr : BaseManager<PacksackBagMgr>
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/// </summary>
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/// </summary>
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public void ClearAllToolAndDiveceAndMaterial()
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public void ClearAllToolAndDiveceAndMaterial()
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{
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{
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for (int i = 0; i < toolAndMaterialDic.Count; i++)
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foreach (var item in toolAndMaterialDic.Keys)
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{
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{
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int indexI = i;
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List<ItemInfo> temp = toolAndMaterialDic[item];
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for (int j = 0; j < toolAndMaterialDic[indexI].Count; j++)
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for (int j = 0; j < temp.Count; j++)
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{
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{
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int indexJ = j;
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int indexJ = j;
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GameObject obj = GameObject.Instantiate(toolAndMaterialDic[indexI][indexJ].objPrefab);
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GameObject obj = GameObject.Instantiate(temp[indexJ].objPrefab);
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obj.name = toolAndMaterialDic[indexI][indexJ].toolName;
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obj.name = temp[indexJ].toolName;
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obj.transform.position = toolAndMaterialDic[indexI][indexJ].selfPosInToolRoom;
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obj.transform.position = temp[indexJ].selfPosInToolRoom;
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obj.GetComponent<Tool_SelectComponent>().itemInfo = toolAndMaterialDic[indexI][indexJ];
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obj.GetComponent<Tool_SelectComponent>().itemInfo = temp[indexJ];
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}
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}
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}
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}
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wearDic.Clear();
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wearDic.Clear();
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