Bind the item container to the item container display.
将物品容器和物品容器显示器绑定。
This commit is contained in:
parent
32299877c6
commit
234241b74a
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@ -10,13 +10,15 @@ namespace ColdMint.scripts.inventory;
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public partial class HotBar : HBoxContainer
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{
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private IItemContainer? _itemContainer;
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private IItemContainerDisplay? _itemContainerDisplay;
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public override void _Ready()
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{
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base._Ready();
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_itemContainer = new UniversalItemContainer(Config.HotBarSize);
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_itemContainer.SupportSelect = true;
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_itemContainerDisplay = new ItemSlotContainerDisplay(this);
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_itemContainerDisplay.BindItemContainer(_itemContainer);
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NodeUtils.DeleteAllChild(this);
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}
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13
scripts/inventory/IItemContainerDisplay.cs
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13
scripts/inventory/IItemContainerDisplay.cs
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@ -0,0 +1,13 @@
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using System.Collections.Generic;
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namespace ColdMint.scripts.inventory;
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public interface IItemContainerDisplay : IEnumerable<IItemDisplay>
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{
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/// <summary>
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/// <para>Bind an item container to the item container display</para>
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/// <para>为物品容器显示器绑定物品容器</para>
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/// </summary>
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/// <param name="itemContainer"></param>
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void BindItemContainer(IItemContainer itemContainer);
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}
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34
scripts/inventory/IItemDisplay.cs
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34
scripts/inventory/IItemDisplay.cs
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@ -0,0 +1,34 @@
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namespace ColdMint.scripts.inventory;
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/// <summary>
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/// <para>IItemDisplay</para>
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/// <para>物品显示器</para>
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/// </summary>
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public interface IItemDisplay
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{
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/// <summary>
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/// <para>Call this method to refresh the display when the item's information changes</para>
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/// <para>物品的信息发生变更时,调用此方法刷新显示器</para>
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/// </summary>
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/// <remarks>
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///<param name="item">
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///<para>New data for items after changes</para>
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///<para>发生改变后的物品新数据</para>
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/// </param>
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/// </remarks>
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void Update(IItem? item);
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/// <summary>
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/// <para>Show item Display</para>
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/// <para>显示物品显示器</para>
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/// </summary>
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void ShowSelf();
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/// <summary>
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/// <para>Hide item Display</para>
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/// <para>隐藏物品显示器</para>
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/// </summary>
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void HideSelf();
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}
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127
scripts/inventory/ItemContainerDisplayTemplate.cs
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127
scripts/inventory/ItemContainerDisplayTemplate.cs
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@ -0,0 +1,127 @@
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using System.Collections;
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using System.Collections.Generic;
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using ColdMint.scripts.map.events;
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namespace ColdMint.scripts.inventory;
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public abstract class ItemContainerDisplayTemplate : IItemContainerDisplay
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{
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protected readonly List<IItemDisplay> ItemDisplayList = [];
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private IItemContainer? _itemContainer;
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public void BindItemContainer(IItemContainer itemContainer)
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{
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if (_itemContainer == itemContainer)
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{
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return;
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}
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if (_itemContainer != null)
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{
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_itemContainer.SelectedItemChangeEvent -= OnSelectedItemChangeEvent;
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}
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_itemContainer = itemContainer;
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_itemContainer.SelectedItemChangeEvent += OnSelectedItemChangeEvent;
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var totalCapacity = itemContainer.GetTotalCapacity();
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var currentCapacity = ItemDisplayList.Count;
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var capacityDifference = totalCapacity - currentCapacity;
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var adjustedEndIndex = totalCapacity;
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if (capacityDifference > 0)
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{
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//There are those that need to be added, and we create them.
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//有需要添加的,我们创建他们。
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for (var i = 0; i < capacityDifference; i++)
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{
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AddItemDisplay();
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}
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}
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else if (capacityDifference < 0)
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{
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//There are things that need to be hidden
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//有需要被隐藏的
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adjustedEndIndex += capacityDifference;
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var loopEndIndex = currentCapacity + capacityDifference;
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for (var i = currentCapacity - 1; i >= loopEndIndex; i--)
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{
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var itemDisplay = ItemDisplayList[i];
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itemDisplay.Update(null);
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itemDisplay.HideSelf();
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}
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}
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UpdateData(itemContainer, adjustedEndIndex);
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}
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private void OnSelectedItemChangeEvent(SelectedItemChangeEvent selectedItemChangeEvent)
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{
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if (_itemContainer == null)
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{
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return;
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}
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var usedCapacity = _itemContainer.GetUsedCapacity();
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UpdateDataForSingleLocation(_itemContainer, selectedItemChangeEvent.OldIndex, usedCapacity);
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UpdateDataForSingleLocation(_itemContainer, selectedItemChangeEvent.NewIndex, usedCapacity);
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}
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/// <summary>
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/// <para>Update data</para>
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/// <para>更新数据</para>
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/// </summary>
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/// <remarks>
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///<para>Used to batch update the Item data in itemContainer to the display.</para>
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///<para>用于将itemContainer内的Item数据批量更新到显示器内。</para>
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/// </remarks>
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/// <param name="itemContainer">
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///<para>Item container data</para>
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///<para>物品容器数据</para>
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/// </param>
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/// <param name="endIndex">
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///<para>endIndex</para>
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///<para>结束位置</para>
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/// </param>
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/// <param name="startIndex">
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///<para>startIndex</para>
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///<para>起始位置</para>
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/// </param>
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private void UpdateData(IItemContainer itemContainer, int endIndex, int startIndex = 0)
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{
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var usedCapacity = itemContainer.GetUsedCapacity();
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for (var i = startIndex; i < endIndex; i++)
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{
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var itemDisplay = ItemDisplayList[i];
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itemDisplay.Update(i < usedCapacity ? itemContainer.GetItem(i) : null);
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itemDisplay.ShowSelf();
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}
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}
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/// <summary>
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/// <para>Update data for a single location</para>
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/// <para>更新单个位置的数据</para>
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/// </summary>
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/// <param name="itemContainer"></param>
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/// <param name="index"></param>
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/// <param name="usedCapacity"></param>
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private void UpdateDataForSingleLocation(IItemContainer itemContainer, int index, int usedCapacity)
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{
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var itemDisplay = ItemDisplayList[index];
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itemDisplay.Update(index < usedCapacity ? itemContainer.GetItem(index) : null);
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}
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/// <summary>
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/// <para>Add item display</para>
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/// <para>添加物品显示器</para>
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/// </summary>
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protected abstract void AddItemDisplay();
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public IEnumerator<IItemDisplay> GetEnumerator()
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{
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return ItemDisplayList.GetEnumerator();
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}
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IEnumerator IEnumerable.GetEnumerator()
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{
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return GetEnumerator();
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}
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}
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26
scripts/inventory/ItemSlotContainerDisplay.cs
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26
scripts/inventory/ItemSlotContainerDisplay.cs
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@ -0,0 +1,26 @@
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using ColdMint.scripts.utils;
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using Godot;
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namespace ColdMint.scripts.inventory;
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public class ItemSlotContainerDisplay(Node rootNode) : ItemContainerDisplayTemplate
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{
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private readonly PackedScene? _packedScene = GD.Load<PackedScene>("res://prefab/ui/ItemSlot.tscn");
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protected override void AddItemDisplay()
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{
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if (_packedScene == null)
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{
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return;
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}
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var itemSlotNode = NodeUtils.InstantiatePackedScene<ItemSlotNode>(_packedScene);
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if (itemSlotNode == null)
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{
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return;
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}
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ItemDisplayList.Add(itemSlotNode);
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NodeUtils.CallDeferredAddChild(rootNode, itemSlotNode);
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}
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}
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@ -10,7 +10,7 @@ namespace ColdMint.scripts.inventory;
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/// <para>A slot in the inventory</para>
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/// <para>物品栏内的一个插槽</para>
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/// </summary>
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public partial class ItemSlotNode : MarginContainer
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public partial class ItemSlotNode : MarginContainer, IItemDisplay
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{
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private TextureRect? _backgroundTextureRect;
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private TextureRect? _iconTextureRect;
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@ -21,17 +21,6 @@ public partial class ItemSlotNode : MarginContainer
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private Texture2D? _backgroundTextureWhenSelect;
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private IItem? _item;
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public IItem? Item
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{
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set
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{
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//Set item
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//设置物品
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_item = value;
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UpdateAllDisplay();
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}
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}
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public override void _Ready()
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{
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_backgroundTexture = GD.Load<Texture2D>("res://sprites/ui/ItemBarEmpty.png");
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@ -49,8 +38,6 @@ public partial class ItemSlotNode : MarginContainer
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{
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if (_isSelect || _iconTextureRect == null)
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{
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//Drag is not allowed if there is no icon or no pile of items.
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//如果没有图标或者没有物品堆,那么不允许拖动。
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return new Variant();
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}
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@ -141,35 +128,7 @@ public partial class ItemSlotNode : MarginContainer
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return _item;
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}
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/// <summary>
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/// <para>Clean out the items in the item slot</para>
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/// <para>清理物品槽内的物品</para>
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/// </summary>
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/// <param name="queueFree">
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///<para>Whether to release a node</para>
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///<para>是否释放节点</para>
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/// </param>
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/// <remarks>
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///<para>Clean up item object references in item slots.</para>
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///<para>清理物品槽内的物品对象引用。</para>
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/// </remarks>
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public void ClearItem(bool queueFree = true)
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{
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if (_item == null)
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{
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return;
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}
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if (queueFree && _item is Node node)
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{
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node.QueueFree();
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}
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_item = null;
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UpdateAllDisplay();
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}
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public override void _DropData(Vector2 atPosition, Variant data)
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{
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@ -202,7 +161,7 @@ public partial class ItemSlotNode : MarginContainer
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if (packsack.ItemContainer != null && _item != null)
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{
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packsack.ItemContainer.AddItem(_item);
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ClearItem(false);
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// ClearItem(false);
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return;
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}
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}
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@ -215,12 +174,12 @@ public partial class ItemSlotNode : MarginContainer
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}
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customPacksack.ItemContainer.AddItem(sourceItem);
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itemSlotNode.ClearItem(false);
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// itemSlotNode.ClearItem(false);
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return;
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}
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AddItem(sourceItem);
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itemSlotNode.ClearItem(false);
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// AddItem(sourceItem);
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// itemSlotNode.ClearItem(false);
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}
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/// <summary>
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@ -251,24 +210,6 @@ public partial class ItemSlotNode : MarginContainer
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public TextureRect? BackgroundTextureRect => _backgroundTextureRect;
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/// <summary>
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/// <para>Whether the item in this node is empty</para>
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/// <para>此节点内的物品是否为空的</para>
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/// </summary>
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/// <returns>
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///<para>Return true if the number of items is 0 or the item object does not exist</para>
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///<para>当物品数量为0或物品对象不存在时,返回true</para>
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/// </returns>
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public bool IsEmpty()
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{
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if (_item == null || _item.Quantity == 0)
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{
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return true;
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}
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return false;
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}
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/// <summary>
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/// <para>Update all displays of this slot</para>
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return true;
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}
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/// <summary>
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/// <para>Remove items from the item slot</para>
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/// <para>从物品槽内移除物品</para>
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/// </summary>
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/// <param name="number">
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///<para>number(Less than 0, remove all items)</para>
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///<para>物品数量(小于0,则移除全部物品)</para>
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/// </param>
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/// <returns>
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///<para>How many items were actually removed</para>
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///<para>实际移除了多少个物品</para>
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/// </returns>
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public int RemoveItem(int number)
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public void Update(IItem? item)
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{
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if (_item == null)
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{
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return 0;
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}
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//The number of actual removals
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//实际移除的数量
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var removeNumber = number < 0 ? _item.Quantity : number;
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_item.Quantity -= removeNumber;
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if (_item.Quantity <= 0)
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{
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ClearItem();
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}
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return removeNumber;
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UpdateAllDisplay();
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}
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public bool AddItem(IItem item)
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public void ShowSelf()
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{
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if (_item == null)
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{
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Item = item;
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return true;
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}
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Show();
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}
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var newQuantity = item.Quantity + _item.Quantity;
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_item.Quantity = Math.Min(newQuantity, _item.MaxQuantity);
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if (item is Node2D node2D)
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{
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node2D.QueueFree();
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}
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UpdateQuantityLabel();
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return true;
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public void HideSelf()
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{
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Hide();
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}
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}
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@ -280,10 +280,12 @@ public class UniversalItemContainer(int totalCapacity) : IItemContainer
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var oldItem = _itemList[oldIndex];
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oldItem.IsSelect = false;
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var newItem= _itemList[newIndex];
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var newItem = _itemList[newIndex];
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newItem.IsSelect = true;
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SelectedItemChangeEvent?.Invoke(new SelectedItemChangeEvent
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{
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NewIndex = newIndex,
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OldIndex = oldIndex,
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NewItem = newItem,
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OldItem = oldItem
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});
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@ -8,6 +8,10 @@ namespace ColdMint.scripts.map.events;
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/// </summary>
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public class SelectedItemChangeEvent
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{
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public int NewIndex { get; set; }
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public int OldIndex { get; set; }
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/// <summary>
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/// <para>Newly selected item</para>
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/// <para>新选中的物品</para>
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/// <para>Lost the selected item</para>
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/// <para>失去选中的物品</para>
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/// </summary>
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// ReSharper disable UnusedAutoPropertyAccessor.Global
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public IItem? OldItem { get; set; }
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// ReSharper restore UnusedAutoPropertyAccessor.Global
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}
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Reference in New Issue
Block a user