还原stepstate triggerID 发射逻辑
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@ -60,7 +60,7 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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m_Material: {fileID: 0}
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m_Color: {r: 1, g: 1, b: 1, a: 1}
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m_RaycastTarget: 1
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m_RaycastTarget: 0
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m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
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m_Maskable: 1
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m_OnCullStateChanged:
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@ -195,7 +195,7 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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m_Material: {fileID: 0}
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m_Color: {r: 1, g: 1, b: 1, a: 1}
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m_RaycastTarget: 1
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m_RaycastTarget: 0
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m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
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m_Maskable: 1
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m_OnCullStateChanged:
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@ -249,7 +249,7 @@ RectTransform:
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m_AnchorMax: {x: 1, y: 1}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 0, y: 0}
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m_Pivot: {x: 0.5, y: 0.5068044}
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m_Pivot: {x: 0.5, y: 0.5012299}
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--- !u!222 &9083784722124570545
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CanvasRenderer:
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m_ObjectHideFlags: 0
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@ -334,7 +334,7 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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m_Material: {fileID: 0}
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m_Color: {r: 1, g: 1, b: 1, a: 1}
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m_RaycastTarget: 1
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m_RaycastTarget: 0
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m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
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m_Maskable: 1
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m_OnCullStateChanged:
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@ -80,14 +80,14 @@ public abstract class StepState : MonoBehaviour
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GameManager.UIMgr.HidePanel<UI_LoadingPanel>();
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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<string>(Enum_EventType.SwitchSubProcessStepTriggerID, ProcessManager.Instance.subProcessStepTriggerID);
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GameManager.EventMgr.EventTrigger<string>(Enum_EventType.SwitchSubProcessStepTriggerID, ProcessManager.Instance.subProcessStepTriggerID);
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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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else
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{
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doStepState.Invoke(false);
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doStepState?.Invoke(false);
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}
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}
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