修复浮漂和线
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@@ -25,6 +25,8 @@ namespace NBF
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new Dictionary<PlayerState, PlayerStageViewBase>();
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private PlayerStageViewBase _currentStateView;
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public PlayerStageViewBase CurrentStateView => _currentStateView;
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private void InitState()
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{
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@@ -87,38 +87,18 @@ namespace NBF
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}
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var itemConfig = Game.Tables.TbItem.Get(configId);
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var Rod = itemConfig.InstantiateAndComponent<FRod>(Map.Instance.GearsNode, Vector3.zero,
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var rod = itemConfig.InstantiateAndComponent<FRod>(Map.Instance.GearsNode, Vector3.zero,
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Quaternion.identity);
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await Rod.Init(this, configId, bindItems);
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HandItem = Rod;
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await rod.Init(this, configId, bindItems);
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HandItem = rod;
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// ModelAsset.PlayerAnimator.OnUseItem(itemView);
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// if (currItem == null)
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// {
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// //收起物品
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// await UnUseItem(prevItem);
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// }
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// else
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// {
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// // 先收起旧的物品
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// await UnUseItemConfirm(prevItem);
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// var handItem = Player.HandItem;
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// //拿起新物品
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// var itemType = handItem.ConfigID.GetItemType();
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// if (itemType == ItemType.Rod)
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// {
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// var itemView = handItem.GetOrAddComponent<PlayerItemView>();
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// await itemView.InitShow(handItem);
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// Unity.ModelAsset.PlayerAnimator.OnUseItem(itemView);
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// }
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// }
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//
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// var stateView = Player.GetComponent<PlayerStateView>();
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// if (stateView != null && stateView.CurrentStateView is PlayerStageViewIdle playerStageViewIdle)
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// {
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// playerStageViewIdle.TakeLine();
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// }
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ModelAsset.PlayerAnimator.OnUseItem(configId);
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if (_currentStateView is PlayerStageViewIdle playerStageViewIdle)
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{
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playerStageViewIdle.TakeLine();
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}
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IsChangeItemIng = false;
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}
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