2026-04-25 22:41:38 +08:00
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using System.Collections;
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using System.Collections.Generic;
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using TMPro;
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using UnityEngine;
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2026-03-18 17:26:14 +08:00
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public class Eff_longDie_AniEvent : MonoBehaviour
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{
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2026-04-25 22:41:38 +08:00
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HHWK_BLM_Boss hHWK_BLM_Boss;
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private void Awake()
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{
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hHWK_BLM_Boss = transform.parent.parent.GetComponent<HHWK_BLM_Boss>();
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}
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bool isFirst=true;
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2026-04-26 00:55:55 +08:00
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//public IEnumerator jiafen()
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//{
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// yield return new WaitForSeconds(1.5f);
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// Transform tra = hHWK_BLM_Boss.tMP_CurrBossScore.transform.parent;
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// GameObject obj = CreateFishManager.Instance.dieFXPrefabAwardTmp_AddScore;
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// List<RedPacketRecord> redPacketRecords = new List<RedPacketRecord>();
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// redPacketRecords = hHWK_BLM_Boss.redPacketRecords[0];
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2026-04-25 22:41:38 +08:00
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2026-04-26 00:55:55 +08:00
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// hHWK_BLM_Boss.redPacketRecords.RemoveAt(0);
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// foreach (var item in redPacketRecords)
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// {
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// yield return new WaitForSeconds(0.15f);
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// Instantiate(obj, tra.position, Quaternion.identity, tra).transform.GetChild(0).GetComponent<TextMeshProUGUI>().text = CoinScript.NumAdd(item.Amount.ToString());
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// }
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//}
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2026-04-25 22:41:38 +08:00
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public void End()
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2026-04-03 09:28:13 +08:00
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{
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2026-04-25 22:41:38 +08:00
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hHWK_BLM_Boss.ani_LongDieState3.SetActive(true);
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2026-04-03 09:28:13 +08:00
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//放特效
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transform.parent.gameObject.SetActive(false);
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2026-04-25 22:41:38 +08:00
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hHWK_BLM_Boss.BigPrize();
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2026-04-26 00:55:55 +08:00
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//GameManager.Instance.StartCoroutine(jiafen());
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2026-04-25 22:41:38 +08:00
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2026-04-03 09:28:13 +08:00
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if (isFirst)
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{
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transform.parent.gameObject.SetActive(false);
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}
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else
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Destroy(transform.parent.parent.gameObject);
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isFirst = false;
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}
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2026-03-18 17:26:14 +08:00
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/*
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Dummy class. This could have happened for several reasons:
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1. No dll files were provided to AssetRipper.
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Unity asset bundles and serialized files do not contain script information to decompile.
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* For Mono games, that information is contained in .NET dll files.
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* For Il2Cpp games, that information is contained in compiled C++ assemblies and the global metadata.
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AssetRipper usually expects games to conform to a normal file structure for Unity games of that platform.
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A unexpected file structure could cause AssetRipper to not find the required files.
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2. Incorrect dll files were provided to AssetRipper.
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Any of the following could cause this:
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* Il2CppInterop assemblies
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* Deobfuscated assemblies
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* Older assemblies (compared to when the bundle was built)
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* Newer assemblies (compared to when the bundle was built)
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Note: Although assembly publicizing is bad, it alone cannot cause empty scripts. See: https://github.com/AssetRipper/AssetRipper/issues/653
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3. Assembly Reconstruction has not been implemented.
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Asset bundles contain a small amount of information about the script content.
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This information can be used to recover the serializable fields of a script.
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See: https://github.com/AssetRipper/AssetRipper/issues/655
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4. This script is unnecessary.
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If this script has no asset or script references, it can be deleted.
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Be sure to resolve any compile errors before deleting because they can hide references.
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5. Script Content Level 0
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AssetRipper was set to not load any script information.
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6. Cpp2IL failed to decompile Il2Cpp data
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If this happened, there will be errors in the AssetRipper.log indicating that it happened.
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This is an upstream problem, and the AssetRipper developer has very little control over it.
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Please post a GitHub issue at: https://github.com/SamboyCoding/Cpp2IL/issues
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7. An incorrect path was provided to AssetRipper.
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This is characterized by "Mixed game structure has been found at" in the AssetRipper.log file.
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AssetRipper expects games to conform to a normal file structure for Unity games of that platform.
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An unexpected file structure could cause AssetRipper to not find the required files for script decompilation.
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Generally, AssetRipper expects users to provide the root folder of the game. For example:
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* Windows: the folder containing the game's .exe file
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* Mac: the .app file/folder
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* Linux: the folder containing the game's executable file
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* Android: the apk file
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* iOS: the ipa file
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* Switch: the folder containing exefs and romfs
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*/
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}
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