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				@@ -12,6 +12,7 @@ using GameLogic.Bag; 
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				 using GameLogic.Combat.CombatTool; 
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				 using GameLogic.CombatScenesTool; 
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				 using GameLogic.Hero; 
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				+using GameLogic.Player; 
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				 using OfficeOpenXml.FormulaParsing.Excel.Functions.Logical; 
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				 using UnityEngine; 
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				@@ -74,6 +75,8 @@ namespace GameLogic.Combat.CombatType 
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				         protected List<string> equipName = new List<string>() 
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				         { 
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				+            "fx_down_zb_blue", 
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				+            "fx_down_zb_blue", 
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				             "fx_down_zb_blue", 
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				             "fx_down_zb_gold", 
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				             "fx_down_zb_green", 
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				@@ -90,6 +93,28 @@ namespace GameLogic.Combat.CombatType 
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				             PlayBgm(); 
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				         } 
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				+        /// <summary> 
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				+        /// 掉落逻辑放这里 
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				+        /// </summary> 
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				+        private void EntityDropLogic(CombatHeroEntity combatHeroEntity) 
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				+        { 
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				+            List<ItemInfo> equipmentList = DropManager.Instance. 
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				+                DropEquipment(_levelBattleConfig, combatHeroEntity.CurrCombatHeroInfo.heroType); 
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				+ 
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				+            Combat_EquipFallEventData combatEquipFallEventData = Combat_EquipFallEventData.Create(); 
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				+            //allEquip存放特效标记 
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				+            List<string> allEquip = new List<string>(); 
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				+            for (int i = 0; i < equipmentList.Count; i++) 
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				+            { 
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				+                ItemInfo eqItemInfo = equipmentList[i]; 
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				+                allEquip.Add(equipName[eqItemInfo.eqInfo.quality-1]); 
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				+            } 
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				+            combatEquipFallEventData.fallEquip = allEquip.ToArray(); 
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				+            combatEquipFallEventData.startPos_WorldPos = combatHeroEntity.combatHeroGameObject.position; 
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				+            EventManager.Instance.Dispatch(CustomEventType.Combat_EquipFall, combatEquipFallEventData); 
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				+             
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				+        } 
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				+ 
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				         protected override void ProHeroDie(CombatHeroEntity combatHeroEntity, HarmReturnInfo harmReturnInfo) 
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				         { 
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				             if (harmReturnInfo.harmType == HarmType.SystemKo) 
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				@@ -101,12 +126,13 @@ namespace GameLogic.Combat.CombatType 
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				             { 
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				                 if (!isBossCombat) 
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				                 { 
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				-                    // combatHeroEntity.CurrCombatHeroInfo.heroType 
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				-                    // _levelBattleConfig. 
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				+ 
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				+                    EntityDropLogic(combatHeroEntity); 
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				                     MiniMonsterDie(combatHeroEntity); 
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				                 } 
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				                 else if (combatHeroEntity.CurrCombatHeroInfo.heroType == 4) ///boss死了 
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				                 { 
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				+                    EntityDropLogic(combatHeroEntity); 
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				                     BossKo(combatHeroEntity); 
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				                 } 
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				             } 
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				@@ -184,21 +210,21 @@ namespace GameLogic.Combat.CombatType 
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				             combatItemShowEventData.addValue = _levelBattleConfig.miniExpAndGold[0]; 
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				             EventManager.Instance.Dispatch(CustomEventType.Combat_ItemShow, combatItemShowEventData); 
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				-            //TODO 装备掉落后,飞特效得逻辑 
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				-            List<string> allEquip = new List<string>(); 
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				-            for (int i = 0; i < 3; i++) 
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				-            { 
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				-                int odds = CombatCalculateTool.Instance.GetOdd(); 
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				-                if (odds < 20) 
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				-                { 
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				-                    allEquip.Add(equipName[CombatCalculateTool.Instance.GetOdd(0, equipName.Count)]); 
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				-                } 
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				-            } 
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				- 
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				-            Combat_EquipFallEventData combatEquipFallEventData = Combat_EquipFallEventData.Create(); 
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				-            combatEquipFallEventData.fallEquip = allEquip.ToArray(); 
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				-            combatEquipFallEventData.startPos_WorldPos = combatItemShowEventData.startPos_WorldPos; 
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				-            EventManager.Instance.Dispatch(CustomEventType.Combat_EquipFall, combatEquipFallEventData); 
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				+            // //TODO 装备掉落后,飞特效得逻辑 
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				+            // List<string> allEquip = new List<string>(); 
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				+            // for (int i = 0; i < 3; i++) 
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				+            // { 
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				+            //     int odds = CombatCalculateTool.Instance.GetOdd(); 
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				+            //     if (odds < 20) 
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				+            //     { 
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				+            //         allEquip.Add(equipName[CombatCalculateTool.Instance.GetOdd(0, equipName.Count)]); 
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				+            //     } 
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				+            // } 
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				+            // 
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				+            // Combat_EquipFallEventData combatEquipFallEventData = Combat_EquipFallEventData.Create(); 
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				+            // combatEquipFallEventData.fallEquip = allEquip.ToArray(); 
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				+            // combatEquipFallEventData.startPos_WorldPos = combatItemShowEventData.startPos_WorldPos; 
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				+            // EventManager.Instance.Dispatch(CustomEventType.Combat_EquipFall, combatEquipFallEventData); 
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				             // ShowTextEventData showTextEventData = ShowTextEventData.Create(); 
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				             // showTextEventData.text = "+金币 20"; 
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