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															@@ -144,7 +144,10 @@ public class GamingManager : MonoBehaviour 
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															         // Play background music 
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															         // Play background music 
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															         AudioSource backgroundMusic = gameObject.GetComponent<AudioSource>(); 
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															         AudioSource backgroundMusic = gameObject.GetComponent<AudioSource>(); 
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															         backgroundMusic.clip = audioManager.GetBackgroundMusic(); 
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															         backgroundMusic.clip = audioManager.GetBackgroundMusic(); 
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															-        backgroundMusic.Play(); 
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															+        if (UserSettings.ins.openBGM) 
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															+            backgroundMusic.Play(); 
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															+        else 
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															+            backgroundMusic.Stop(); 
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															         userGameAnalyse1 = UserGameAnalyse1.CreateWhenGameStartAndReturn(15); 
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															         userGameAnalyse1 = UserGameAnalyse1.CreateWhenGameStartAndReturn(15); 
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															     } 
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															     } 
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															@@ -359,6 +362,9 @@ public class GamingManager : MonoBehaviour 
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															         Cannon.OnCannonFire += SpawnAFruit; 
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															         Cannon.OnCannonFire += SpawnAFruit; 
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															         FruitWaves = 0; 
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															         FruitWaves = 0; 
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															+ 
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															+        //打水果的子弹,在新开一局游戏时,要更新为满弹的状态 
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															+        UpdateTheMagazine(); 
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															     } 
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															     } 
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															     public void PauseGame() 
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															     public void PauseGame() 
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															@@ -694,7 +700,7 @@ public class GamingManager : MonoBehaviour 
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															             //枪模式连接的情况下需要判断子弹 
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															             //枪模式连接的情况下需要判断子弹 
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															             if (isBulletStatus) 
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															             if (isBulletStatus) 
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															             { 
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															             { 
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															-                if (bulletManager.bulletZero()) return; 
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															+                if (bulletManager.bulletZeroNotDelete()) return; 
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															                 //发射消耗子弹 
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															                 //发射消耗子弹 
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															                 bulletManager.FireBullet(); 
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															                 bulletManager.FireBullet(); 
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															             } 
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															             } 
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															@@ -705,7 +711,7 @@ public class GamingManager : MonoBehaviour 
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															             { 
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															             { 
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															                 arrow.GetComponent<ArrowBehavior>().Init(speed, dir, true,true); 
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															                 arrow.GetComponent<ArrowBehavior>().Init(speed, dir, true,true); 
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															                 BowFireAudio.clip = audioManager.GetRandomSound(SoundCategory.ArrowFire); 
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															                 BowFireAudio.clip = audioManager.GetRandomSound(SoundCategory.ArrowFire); 
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															-                BowFireAudio.Play(); 
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															+                if (UserSettings.ins.openEffect) BowFireAudio.Play(); 
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															             } 
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															             } 
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															             else { 
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															             else { 
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															                 //目前只有gun类型 
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															                 //目前只有gun类型 
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															@@ -713,7 +719,7 @@ public class GamingManager : MonoBehaviour 
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															                 int _bulletSpeed = 800; 
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															                 int _bulletSpeed = 800; 
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															                 _arrowBehavior.Init(_bulletSpeed, dir.normalized, true, false); 
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															                 _arrowBehavior.Init(_bulletSpeed, dir.normalized, true, false); 
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															                 BowFireAudio.clip = audioManager.GetRandomSound(SoundCategory.GunFire); 
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															                 BowFireAudio.clip = audioManager.GetRandomSound(SoundCategory.GunFire); 
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															-                BowFireAudio.Play(); 
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															+                if (UserSettings.ins.openEffect) BowFireAudio.Play(); 
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															                 CheckCollision(_arrowBehavior,spawnPos, dir.normalized , _bulletSpeed); 
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															                 CheckCollision(_arrowBehavior,spawnPos, dir.normalized , _bulletSpeed); 
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															                 //UnityEditor.EditorApplication.isPaused = true; 
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															                 //UnityEditor.EditorApplication.isPaused = true; 
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															             } 
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															             } 
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															@@ -730,6 +736,7 @@ public class GamingManager : MonoBehaviour 
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															     /// 手枪子弹刷新 
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															     /// 手枪子弹刷新 
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															     /// </summary> 
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															     /// </summary> 
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															     private void UpdateTheMagazine() { 
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															     private void UpdateTheMagazine() { 
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															+        BulletManager.RemoveBulletExternally(); 
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															         bulletManager.ResetBullets(); 
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															         bulletManager.ResetBullets(); 
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															     } 
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															     } 
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															     private void SmartBowFireArrow(float speed) 
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															     private void SmartBowFireArrow(float speed) 
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															@@ -897,7 +904,7 @@ public class GamingManager : MonoBehaviour 
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															             { 
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															             { 
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															                 Life = 0; 
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															                 Life = 0; 
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															             } 
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															             } 
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															-            LooseLifeAudio.Play(); 
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															+            if (UserSettings.ins.openEffect) LooseLifeAudio.Play(); 
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															         } 
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															         } 
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															         else 
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															         else 
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															         { 
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															         { 
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