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using System;
using UnityEngine;
using XUtliPoolLib;
namespace XMainClient.UI
{
internal class ArtifactQuanlityFx
{
private bool m_isUsing = false;
private ulong m_key = 0UL;
private XFx m_fx = null;
public void SetData(ulong key, Transform tra, string path)
{
this.Reset();
this.m_isUsing = true;
this.m_key = key;
this.m_fx = XSingleton<XFxMgr>.singleton.CreateUIFx(path, tra, false);
}
public void Reset()
{
this.m_key = 0UL;
this.m_isUsing = false;
bool flag = this.m_fx != null;
if (flag)
{
XSingleton<XFxMgr>.singleton.DestroyFx(this.m_fx, true);
this.m_fx = null;
}
}
public bool IsCanReuse(ulong key)
{
return this.m_isUsing && this.m_key == key;
}
}
}
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