add project files
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using System.Collections.Generic;
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using UnityEngine;
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using OHM.UnityToolkit;
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using UnityEngine.Serialization;
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public class SlotMachine : CoreBehaviour
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{
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public float TimeWaitBeforeMove;
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[SerializeField]
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[FormerlySerializedAs("prctWin")]
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private float _prctWin;
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[SerializeField]
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[FormerlySerializedAs("minMaxWin")]
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private Vector2 _minMaxWin;
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[SerializeField]
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[FormerlySerializedAs("minMaxLoose")]
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private Vector2 _minMaxLoose;
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[SerializeField]
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private GameObject visual;
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[SerializeField]
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[FormerlySerializedAs("visualWin")]
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private GameObject _visualWin;
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[SerializeField]
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[FormerlySerializedAs("visualLoose")]
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private GameObject _visualLoose;
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[SerializeField]
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[FormerlySerializedAs("listVisual")]
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private List<GameObject> _listVisual;
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[SerializeField]
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[FormerlySerializedAs("listVisualWin")]
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private List<GameObject> _listVisualWin;
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[SerializeField]
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[FormerlySerializedAs("listVisualLoose")]
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private List<GameObject> _listVisualLoose;
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[SerializeField]
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[FormerlySerializedAs("winFX")]
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private SFX _winFX;
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[SerializeField]
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private SFX LooseFX;
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private CoreController coreController;
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public bool isUse { get; private set; }
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private void Awake()
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{
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}
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private void OnDestroy()
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{
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}
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public bool UseSlotMachine(RichManagePlayer richManagePlayer)
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{
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return false;
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}
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private void DisableAllObject()
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{
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}
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public void OnRevive()
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{
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}
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}
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