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@@ -735,85 +735,85 @@ namespace Fort23.Mono
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if (!max)
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{
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- if (isClick)
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- {
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- int index = 0;
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-
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- //金
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- if (skillConfig.skillConfig.attribute == 1)
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- {
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- index = 0;
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- }
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-
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- //木
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- if (skillConfig.skillConfig.attribute == 2)
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- {
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- index = 1;
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- }
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-
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- //水
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- if (skillConfig.skillConfig.attribute == 4)
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- {
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- index = 2;
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- }
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-
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- //火
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- if (skillConfig.skillConfig.attribute == 8)
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- {
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- index = 3;
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- }
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-
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- //土
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- if (skillConfig.skillConfig.attribute == 16)
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- {
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- index = 4;
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- }
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-
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- bool isSuccess = false;
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-
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- //先上对应位置
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- foreach (var i in indexList[index])
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- {
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- if (allKongSkill[i].SkillInfo == null)
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- {
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- allKongSkill[i].SetSKill(skillConfig);
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- allUseSkill[i] = skillConfig;
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- isSuccess = true;
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- break;
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- }
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- }
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-
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- //对应位置已经上了 ,就随便找给位置上
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- if (!isSuccess)
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- {
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- for (var i = 0; i < allKongSkill.Count; i++)
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- {
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- if (allKongSkill[i].SkillInfo == null)
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- {
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- allKongSkill[i].SetSKill(skillConfig);
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- allUseSkill[i] = skillConfig;
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- break;
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- }
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- }
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- }
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-
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- if (isSuccess)
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- {
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- BaoChun();
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- ChangeFuZhuYingXiang();
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- UpdateSkillWidget();
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- showSkillInfo.Sort(Sort);
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- Content.Init(this, showSkillInfo.Count);
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- }
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- else
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- {
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- for (int i = 0; i < allKongSkill.Count; i++)
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- {
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- allKongSkill[i].SelectState(true);
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- }
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- }
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- }
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- else
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+ // if (isClick)
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+ // {
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+ // int index = 0;
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+ //
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+ // //金
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+ // if (skillConfig.skillConfig.attribute == 1)
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+ // {
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+ // index = 0;
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+ // }
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+ //
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+ // //木
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+ // if (skillConfig.skillConfig.attribute == 2)
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+ // {
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+ // index = 1;
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+ // }
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+ //
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+ // //水
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+ // if (skillConfig.skillConfig.attribute == 4)
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+ // {
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+ // index = 2;
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+ // }
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+ //
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+ // //火
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+ // if (skillConfig.skillConfig.attribute == 8)
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+ // {
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+ // index = 3;
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+ // }
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+ //
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+ // //土
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+ // if (skillConfig.skillConfig.attribute == 16)
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+ // {
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+ // index = 4;
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+ // }
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+ //
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+ // bool isSuccess = false;
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+ //
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+ // //先上对应位置
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+ // foreach (var i in indexList[index])
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+ // {
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+ // if (allKongSkill[i].SkillInfo == null)
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+ // {
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+ // allKongSkill[i].SetSKill(skillConfig);
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+ // allUseSkill[i] = skillConfig;
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+ // isSuccess = true;
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+ // break;
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+ // }
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+ // }
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+ //
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+ // //对应位置已经上了 ,就随便找给位置上
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+ // if (!isSuccess)
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+ // {
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+ // for (var i = 0; i < allKongSkill.Count; i++)
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+ // {
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+ // if (allKongSkill[i].SkillInfo == null)
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+ // {
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+ // allKongSkill[i].SetSKill(skillConfig);
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+ // allUseSkill[i] = skillConfig;
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+ // break;
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+ // }
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+ // }
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+ // }
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+ //
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+ // if (isSuccess)
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+ // {
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+ // BaoChun();
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+ // ChangeFuZhuYingXiang();
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+ // UpdateSkillWidget();
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+ // showSkillInfo.Sort(Sort);
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+ // Content.Init(this, showSkillInfo.Count);
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+ // }
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+ // else
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+ // {
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+ // for (int i = 0; i < allKongSkill.Count; i++)
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+ // {
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+ // allKongSkill[i].SelectState(true);
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+ // }
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+ // }
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+ // }
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+ // else
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{
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selectSkillConfig = skillConfig;
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_isSelectSkill = true;
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