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				 using System.Collections.Generic; 
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				 using System.Linq; 
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				+using Core.Audio; 
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				 using Core.Language; 
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				 using Excel2Json; 
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				 using Fort23.Core; 
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				@@ -61,7 +62,9 @@ namespace Fort23.Mono 
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				                     int itemid = 0; 
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				                     for (int i = 0; i < sentimentDataSentimentProperty.level; i++) 
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				                     { 
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				-                        int level1 = sentimentData.sentimentProperties[0].level <= 0 ? 1 : sentimentData.sentimentProperties[0].level; 
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				+                        int level1 = sentimentData.sentimentProperties[0].level <= 0 
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				+                            ? 1 
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				+                            : sentimentData.sentimentProperties[0].level; 
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				                         int conFigId1 = sentimentData.sentimentProperties[0].groupId * 10 + level1; 
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				                         var sentimentEffectConfig1 = ConfigComponent.Instance.Get<SentimentEffectConfig>(conFigId1); 
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				                         itemid = sentimentEffectConfig1.upConstItemId; 
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				@@ -78,7 +81,13 @@ namespace Fort23.Mono 
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				                 { 
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				                     sentimentEffectWidget.CustomInit(sentimentEffectWidget.sentimentProperty); 
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				                 } 
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				+                 
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				+                foreach (var sentimentEffectWidget in sentimentEffectWidgets) 
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				+                { 
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				+                    sentimentEffectWidget.UpdateXian(); 
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				+                } 
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				+                UpdateRestBtn(); 
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				                 AccountFileInfo.Instance.SavePlayerData(); 
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				             }); 
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				             Btn_LingWu.onClick.AddListener(() => 
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				@@ -88,30 +97,36 @@ namespace Fort23.Mono 
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				                     return; 
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				                 } 
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				-                if (currentSentimentEffectWidget.lastSentimentWidget != null && currentSentimentEffectWidget.lastSentimentWidget.sentimentProperty.level < currentSentimentEffectWidget.sentimentEffectConfig.unlockLevel) 
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				+                if (currentSentimentEffectWidget.lastSentimentWidget != null && 
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				+                    currentSentimentEffectWidget.lastSentimentWidget.sentimentProperty.level < 
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				+                    currentSentimentEffectWidget.sentimentEffectConfig.unlockLevel) 
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				                 { 
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				                     TipMessagePanel.OpenTipMessagePanel("前置节点没有解锁"); 
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				+                    AudioManager.Instance.PlayAudio("ui_chaozuoshibai.wav"); 
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				                     return; 
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				                 } 
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				                 if (curretnSentimentProperty.level >= currentGroupSentimentEffectConfigs.Count) 
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				                 { 
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				                     TipMessagePanel.OpenTipMessagePanel("已经达到最大等级"); 
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				+                    AudioManager.Instance.PlayAudio("ui_chaozuoshibai.wav"); 
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				                     return; 
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				                 } 
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				                 int level = curretnSentimentProperty.level <= 0 ? 1 : curretnSentimentProperty.level; 
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				                 int conFigId = curretnSentimentProperty.groupId * 100 + level + 1; 
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				-                SentimentEffectConfig sentimentEffectConfig = ConfigComponent.Instance.Get<SentimentEffectConfig>(conFigId); 
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				+                SentimentEffectConfig sentimentEffectConfig = 
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				+                    ConfigComponent.Instance.Get<SentimentEffectConfig>(conFigId); 
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				-                if (PlayerManager.Instance.BagController.DeductItem(sentimentEffectConfig.upConstItemId, sentimentEffectConfig.upConstCount)) 
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				+                if (PlayerManager.Instance.BagController.DeductItem(sentimentEffectConfig.upConstItemId, 
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				+                        sentimentEffectConfig.upConstCount)) 
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				                 { 
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				-                    TipMessagePanel.OpenTipMessagePanel("道具不足"); 
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				+                    ItemSourcePanel.OpenPanel(sentimentEffectConfig.upConstItemId); 
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				+                    AudioManager.Instance.PlayAudio("ui_chaozuoshibai.wav"); 
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				                     return; 
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				                 } 
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				-                //扣除道具 
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				-                // sentimentEffectConfig.upConstItemId. 
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				-                // s 
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				+ 
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				+                AudioManager.Instance.PlayAudio("ui_tycg.wav"); 
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				                 curretnSentimentProperty.level++; 
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				@@ -123,6 +138,7 @@ namespace Fort23.Mono 
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				                     sentimentEffectWidget.UpdateXian(); 
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				                 } 
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				+                UpdateRestBtn(); 
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				                 UpdateUi(); 
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				                 currentSentimentEffectWidget.CustomInit(curretnSentimentProperty); 
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				             }); 
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				@@ -152,12 +168,16 @@ namespace Fort23.Mono 
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				         { 
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				             sentimentData = uiData[0] as AccountFileInfo.SentimentData; 
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				             _sentimentEffectConfigs = ConfigComponent.Instance.GetAll<SentimentEffectConfig>().ToList(); 
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				-            mainSentimentEffectWidget = await UIManager.Instance.CreateGComponentForObject<SentimentEffectWidget>(MainSentimentEffectWidget, null); 
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				+            mainSentimentEffectWidget = 
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				+                await UIManager.Instance.CreateGComponentForObject<SentimentEffectWidget>(MainSentimentEffectWidget, 
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				+                    null); 
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				             mainSentimentEffectWidget.CustomInit(sentimentData.mainSentiment); 
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				             mainSentimentEffectWidget.OnClick = OnClick; 
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				-            int level1 = sentimentData.sentimentProperties[0].level <= 0 ? 1 : sentimentData.sentimentProperties[0].level; 
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				+            int level1 = sentimentData.sentimentProperties[0].level <= 0 
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				+                ? 1 
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				+                : sentimentData.sentimentProperties[0].level; 
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				             int conFigId1 = sentimentData.sentimentProperties[0].groupId * 10 + level1; 
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				             var sentimentEffectConfig1 = ConfigComponent.Instance.Get<SentimentEffectConfig>(conFigId1); 
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				             if (_titlePanel == null) 
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				@@ -191,7 +211,8 @@ namespace Fort23.Mono 
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				                 var sentimentEffectConfig = ConfigComponent.Instance.Get<SentimentEffectConfig>(conFigId); 
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				                 int index = MapNumber(sentimentEffectConfig.pos); 
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				-                SentimentEffectWidget sentimentEffectWidget1 = await UIManager.Instance.CreateGComponent<SentimentEffectWidget>(null, Root[index]); 
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				+                SentimentEffectWidget sentimentEffectWidget1 = 
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				+                    await UIManager.Instance.CreateGComponent<SentimentEffectWidget>(null, Root[index]); 
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				                 sentimentEffectWidget1.CustomInit(sentimentDataSentimentProperty); 
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				                 sentimentEffectWidget1.OnClick = OnClick; 
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				@@ -202,6 +223,8 @@ namespace Fort23.Mono 
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				                 } 
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				             } 
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				+            UpdateRestBtn(); 
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				+ 
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				             foreach (var rectTransform in Root) 
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				             { 
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				                 LayoutRebuilder.ForceRebuildLayoutImmediate(rectTransform); 
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				@@ -210,7 +233,9 @@ namespace Fort23.Mono 
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				             foreach (var sentimentEffectWidget in sentimentEffectWidgets) 
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				             { 
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				-                int level = sentimentEffectWidget.sentimentProperty.level <= 0 ? 1 : sentimentEffectWidget.sentimentProperty.level; 
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				+                int level = sentimentEffectWidget.sentimentProperty.level <= 0 
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				+                    ? 1 
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				+                    : sentimentEffectWidget.sentimentProperty.level; 
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				                 int conFigId = sentimentEffectWidget.sentimentProperty.groupId * 10 + level; 
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				                 var sentimentEffectConfig = ConfigComponent.Instance.Get<SentimentEffectConfig>(conFigId); 
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				                 SentimentEffectWidget sentimentEffectWidget1 = null; 
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				@@ -220,25 +245,43 @@ namespace Fort23.Mono 
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				                 } 
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				                 else 
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				                 { 
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				-                    sentimentEffectWidget1 = sentimentEffectWidgets.FirstOrDefault(s => s.sentimentEffectConfig.groupId == sentimentEffectConfig.lastSentimentEffectId); 
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				+                    sentimentEffectWidget1 = sentimentEffectWidgets.FirstOrDefault(s => 
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				+                        s.sentimentEffectConfig.groupId == sentimentEffectConfig.lastSentimentEffectId); 
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				                 } 
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				                 sentimentEffectWidget.CreatXian(XianRoot, sentimentEffectWidget1); 
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				             } 
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				         } 
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				+        private void UpdateRestBtn() 
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				+        { 
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				+            bool isCanRest = false; 
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				+            foreach (var sentimentDataSentimentProperty in sentimentData.sentimentProperties) 
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				+            { 
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				+                if (sentimentDataSentimentProperty.level >= 1) 
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				+                { 
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				+                    isCanRest = true; 
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				+                } 
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				+            } 
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				+ 
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				+            Btn_Rest.gameObject.SetActive(isCanRest); 
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				+        } 
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				+ 
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				         private async void UpdateUi() 
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				         { 
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				             int level = curretnSentimentProperty.level <= 0 ? 1 : curretnSentimentProperty.level; 
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				             int conFigId = curretnSentimentProperty.groupId * 10 + level; 
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				             SentimentEffectConfig sentimentEffectConfig = ConfigComponent.Instance.Get<SentimentEffectConfig>(conFigId); 
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				-            currentGroupSentimentEffectConfigs = _sentimentEffectConfigs.Where(se => se.groupId == sentimentEffectConfig.groupId).ToList(); 
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				+            currentGroupSentimentEffectConfigs = _sentimentEffectConfigs 
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				+                .Where(se => se.groupId == sentimentEffectConfig.groupId).ToList(); 
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				             Text_Name.text = LanguageManager.Instance.Text(sentimentEffectConfig.name); 
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				-            Text_Desc.text = UtilTools.GetString(LanguageManager.Instance.Text(sentimentEffectConfig.massge), sentimentEffectConfig.effectVale); 
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				+            Text_Desc.text = UtilTools.GetString(LanguageManager.Instance.Text(sentimentEffectConfig.massge), 
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				+                sentimentEffectConfig.effectVale); 
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				             UIManager.Instance.DormancyGComponent(_itemWidgetType1); 
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				             _itemWidgetType1 = null; 
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				-            _itemWidgetType1 = await UIManager.Instance.CreateGComponentForObject<ItemWidgetType1>(ItemWidgetType1Gam, null); 
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				+            _itemWidgetType1 = 
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				+                await UIManager.Instance.CreateGComponentForObject<ItemWidgetType1>(ItemWidgetType1Gam, null); 
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				             _itemWidgetType1.CustomInit(sentimentEffectConfig.upConstItemId, sentimentEffectConfig.upConstCount); 
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				             if (curretnSentimentProperty.level >= currentGroupSentimentEffectConfigs.Count) 
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