Merge branch 'master' of github.com:Cold-Mint/Traveller
This commit is contained in:
commit
30a0a6539f
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@ -20,7 +20,7 @@ public partial class HotBar : HBoxContainer
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NodeUtils.DeleteAllChild(this);
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NodeUtils.DeleteAllChild(this);
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for (var i = 0; i < Config.HotBarSize; i++)
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for (var i = 0; i < Config.HotBarSize; i++)
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{
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{
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_itemContainer.AddItemSlot(this, i);
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_itemContainer.AddItemSlot(this);
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}
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}
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}
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}
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@ -34,6 +34,17 @@ public interface IItemContainer : IEnumerable<ItemSlotNode>
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/// <returns></returns>
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/// <returns></returns>
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bool AddItem(IItem item);
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bool AddItem(IItem item);
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/// <summary>
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/// <para>Determines the number of items that can be received from the specified pile</para>
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/// <para>判断能从指定物品堆中接收的物品数量</para>
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/// </summary>
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/// <param name="itemStack">
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/// <para>Item stack to add to the current container</para>
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/// <para>向该容器中放入物品的物品堆</para>
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/// </param>
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/// <returns></returns>
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int CanAddItemStack(IItemStack itemStack);
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/// <summary>
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/// <summary>
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/// <para>Add an stack of items to this container</para>
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/// <para>Add an stack of items to this container</para>
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/// <para>向当前容器中存入一堆物品</para>
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/// <para>向当前容器中存入一堆物品</para>
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@ -179,8 +190,8 @@ public interface IItemContainer : IEnumerable<ItemSlotNode>
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ItemSlotNode? Match(IItemStack stack);
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ItemSlotNode? Match(IItemStack stack);
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/// <summary>
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/// <summary>
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/// <para>Match the first item slot that has item stack that satisfies the predicate</para>
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/// <para>Match the first item slot that satisfies the predicate</para>
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/// <para>匹配首个拥有满足指定条件的物品堆的物品槽</para>
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/// <para>匹配首个拥有满足指定条件的物品槽</para>
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/// </summary>
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/// </summary>
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/// <param name="predicate"></param>
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/// <param name="predicate"></param>
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/// <returns>
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/// <returns>
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@ -188,11 +199,11 @@ public interface IItemContainer : IEnumerable<ItemSlotNode>
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/// <para>若没有满足条件的槽位,返回null</para>
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/// <para>若没有满足条件的槽位,返回null</para>
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/// </returns>
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/// </returns>
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/// <seealso cref="MatchAll"/>
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/// <seealso cref="MatchAll"/>
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ItemSlotNode? Match(Func<IItemStack?, bool> predicate);
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ItemSlotNode? Match(Func<ItemSlotNode, bool> predicate);
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/// <summary>
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/// <summary>
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/// <para>Match all item slots that has item stack that satisfies the predicate</para>
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/// <para>Match all item slots that satisfies the predicate</para>
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/// <para>匹配所有拥有满足指定条件的物品堆的物品槽</para>
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/// <para>匹配所有拥有满足指定条件的物品槽</para>
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/// </summary>
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/// </summary>
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/// <param name="predicate"></param>
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/// <param name="predicate"></param>
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/// <returns>
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/// <returns>
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@ -200,7 +211,7 @@ public interface IItemContainer : IEnumerable<ItemSlotNode>
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/// <para>包含匹配到的槽位的IEnumerable,当没有满足条件的槽位时为空</para>
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/// <para>包含匹配到的槽位的IEnumerable,当没有满足条件的槽位时为空</para>
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/// </returns>
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/// </returns>
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/// <seealso cref="Match(Func{IItemStack?,bool})"/>
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/// <seealso cref="Match(Func{IItemStack?,bool})"/>
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IEnumerable<ItemSlotNode> MatchAll(Func<IItemStack?, bool> predicate);
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IEnumerable<ItemSlotNode> MatchAll(Func<ItemSlotNode, bool> predicate);
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/// <summary>
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/// <summary>
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@ -208,8 +219,7 @@ public interface IItemContainer : IEnumerable<ItemSlotNode>
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/// <para>添加物品槽</para>
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/// <para>添加物品槽</para>
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/// </summary>
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/// </summary>
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/// <param name="rootNode"></param>
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/// <param name="rootNode"></param>
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/// <param name="index"></param>
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void AddItemSlot(Node rootNode);
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void AddItemSlot(Node rootNode, int index);
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/// <summary>
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/// <summary>
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/// <para>SelectTheNextItemSlot</para>
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/// <para>SelectTheNextItemSlot</para>
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@ -143,18 +143,6 @@ public partial class ItemSlotNode : MarginContainer
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UpdateAllDisplay();
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UpdateAllDisplay();
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}
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}
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/// <summary>
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/// <para>Can the specified item be placed in the item slot?</para>
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/// <para>指定的物品是否可设置在物品槽内?</para>
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/// </summary>
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/// <param name="item"></param>
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/// <returns></returns>
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public bool CanAddItem(IItem item)
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{
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if (_itemStack == null) return true;
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return _itemStack.CanAddItem(item);
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}
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/// <summary>
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/// <summary>
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/// <para>
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/// <para>
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/// Set item stack for this slot, this will completely replace current item stack.
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/// Set item stack for this slot, this will completely replace current item stack.
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@ -176,6 +164,18 @@ public partial class ItemSlotNode : MarginContainer
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return result;
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return result;
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}
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}
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/// <summary>
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/// <para>Can the specified item be placed in the item slot?</para>
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/// <para>指定的物品是否可设置在物品槽内?</para>
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/// </summary>
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/// <param name="item"></param>
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/// <returns></returns>
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public bool CanAddItem(IItem item)
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{
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if (_itemStack == null) return true;
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return _itemStack.CanAddItem(item);
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}
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/// <summary>
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/// <summary>
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/// <para>Try to add an item to this slot, if it can't be added to this slot, return false</para>
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/// <para>Try to add an item to this slot, if it can't be added to this slot, return false</para>
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/// <para>尝试向当前槽位中加入物品,如果该物品不能被放入该槽位,返回false</para>
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/// <para>尝试向当前槽位中加入物品,如果该物品不能被放入该槽位,返回false</para>
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@ -201,6 +201,21 @@ public partial class ItemSlotNode : MarginContainer
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return result;
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return result;
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}
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}
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/// <summary>
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/// <para>Determines the number of items that can be received from the specified pile</para>
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/// <para>判断能从指定物品堆中接收的物品数量</para>
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/// </summary>
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/// <param name="itemStack">
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/// <para>Item stack to add to the current slot</para>
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/// <para>向该物品槽中放入物品的物品堆</para>
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/// </param>
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/// <returns></returns>
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public int CanAddItemStack(IItemStack itemStack)
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{
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if (_itemStack is null) return itemStack.Quantity;
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return _itemStack.CanTakeFrom(itemStack);
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}
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/// <summary>
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/// <summary>
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/// <para>Try to combine an item stack into this slot</para>
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/// <para>Try to combine an item stack into this slot</para>
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/// <para>尝试将一个物品堆合并至该槽位中</para>
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/// <para>尝试将一个物品堆合并至该槽位中</para>
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@ -22,7 +22,7 @@ public class UniversalItemContainer : IItemContainer
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{
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{
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private readonly PackedScene? _itemSlotPackedScene = GD.Load<PackedScene>("res://prefab/ui/ItemSlot.tscn");
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private readonly PackedScene? _itemSlotPackedScene = GD.Load<PackedScene>("res://prefab/ui/ItemSlot.tscn");
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private readonly List<ItemSlotNode>? _itemSlotNodes = new();
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private readonly List<ItemSlotNode>? _itemSlotNodes = [];
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/// <summary>
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/// <summary>
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/// <para>Character</para>
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/// <para>Character</para>
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@ -55,6 +55,16 @@ public class UniversalItemContainer : IItemContainer
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return itemSlotNode.AddItem(item);
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return itemSlotNode.AddItem(item);
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}
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}
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public int CanAddItemStack(IItemStack itemStack)
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{
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var testItem = itemStack.GetItem();
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if (testItem is null) return 0;
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var slots = MatchAll(slot => slot.CanAddItem(testItem));
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return
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Math.Min(itemStack.Quantity,
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slots.Select(slot => slot.CanAddItemStack(itemStack)).Sum());
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}
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public bool AddItemStack(IItemStack itemStack)
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public bool AddItemStack(IItemStack itemStack)
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{
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{
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while (true)
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while (true)
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@ -169,14 +179,14 @@ public class UniversalItemContainer : IItemContainer
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return _itemSlotNodes?.FirstOrDefault(itemSlotNode => itemSlotNode.CanAddItem(stack.GetItem()!));
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return _itemSlotNodes?.FirstOrDefault(itemSlotNode => itemSlotNode.CanAddItem(stack.GetItem()!));
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}
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}
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public ItemSlotNode? Match(Func<IItemStack?, bool> predicate)
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public ItemSlotNode? Match(Func<ItemSlotNode, bool> predicate)
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{
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{
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return _itemSlotNodes?.FirstOrDefault(node => predicate(node.GetItemStack()));
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return _itemSlotNodes?.FirstOrDefault(predicate);
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}
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}
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public IEnumerable<ItemSlotNode> MatchAll(Func<IItemStack?, bool> predicate)
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public IEnumerable<ItemSlotNode> MatchAll(Func<ItemSlotNode, bool> predicate)
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{
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{
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return from node in _itemSlotNodes where predicate(node.GetItemStack()) select node;
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return from node in _itemSlotNodes where predicate(node) select node;
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}
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}
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@ -211,7 +221,7 @@ public class UniversalItemContainer : IItemContainer
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/// <para>Add items tank</para>
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/// <para>Add items tank</para>
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/// <para>添加物品槽</para>
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/// <para>添加物品槽</para>
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/// </summary>
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/// </summary>
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public void AddItemSlot(Node rootNode, int index)
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public void AddItemSlot(Node rootNode)
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{
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{
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if (_itemSlotNodes == null || _itemSlotPackedScene == null)
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if (_itemSlotNodes == null || _itemSlotPackedScene == null)
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{
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{
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@ -224,7 +234,7 @@ public class UniversalItemContainer : IItemContainer
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return;
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return;
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}
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}
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itemSlotNode.IsSelect = index == _selectIndex;
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itemSlotNode.IsSelect = (_itemSlotNodes.Count ) == _selectIndex;
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_itemSlotNodes.Add(itemSlotNode);
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_itemSlotNodes.Add(itemSlotNode);
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}
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}
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@ -1,4 +1,5 @@
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using ColdMint.scripts.inventory;
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using ColdMint.scripts.inventory;
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using ColdMint.scripts.item.itemStacks;
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using Godot;
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using Godot;
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@ -25,8 +26,8 @@ public partial class Packsack : RigidBody2D, IItem
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public void Destroy()
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public void Destroy()
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{
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{
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if (_itemContainer == null) return;
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if (ItemContainer == null) return;
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foreach (var itemSlot in _itemContainer)
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foreach (var itemSlot in ItemContainer)
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{
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{
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itemSlot.ClearSlot();
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itemSlot.ClearSlot();
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}
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}
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@ -36,16 +37,20 @@ public partial class Packsack : RigidBody2D, IItem
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public bool CanStackWith(IItem item) => false;
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public bool CanStackWith(IItem item) => false;
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private IItemContainer? _itemContainer;
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public IItemStack? SpecialStack()
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{
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return new PacksackStack(this);
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}
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public IItemContainer? ItemContainer { get; private set; }
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public override void _Ready()
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public override void _Ready()
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{
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{
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base._Ready();
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base._Ready();
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_itemContainer = new UniversalItemContainer();
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ItemContainer = new UniversalItemContainer();
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}
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public IItemContainer? GetItemContainer()
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//Test: Add one ItemSlot for pack
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{
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ItemContainer.AddItemSlot(this);
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return _itemContainer;
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}
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}
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}
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}
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@ -78,8 +78,8 @@ public interface IItemStack
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/// <para>判断能从指定物品堆中接收的物品数量</para>
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/// <para>判断能从指定物品堆中接收的物品数量</para>
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/// </summary>
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/// </summary>
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/// <param name="itemStack">
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/// <param name="itemStack">
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/// <para>向该物品堆中放入物品的物品堆</para>
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/// <para>Item stack to add to the current stack</para>
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/// <para>Item stack to add to the current stack</para>
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/// <para>向该物品堆中放入物品的物品堆</para>
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/// </param>
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/// </param>
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/// <returns></returns>
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/// <returns></returns>
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public int CanTakeFrom(IItemStack itemStack);
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public int CanTakeFrom(IItemStack itemStack);
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|
|
79
scripts/item/itemStacks/PacksackStack.cs
Normal file
79
scripts/item/itemStacks/PacksackStack.cs
Normal file
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@ -0,0 +1,79 @@
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|
using System;
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using Godot;
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namespace ColdMint.scripts.item.itemStacks;
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/// <summary>
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/// <para>ItemStack for <see cref="Packsack"/> item. Can add items into pack by stack them to this stack.</para>
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/// <para>用于<see cref="Packsack"/>物品的堆栈。可以将物品堆叠到此堆栈中,从而将物品添加到背包中。</para>
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/// </summary>
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/// <param name="packsack"></param>
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public class PacksackStack(Packsack packsack) : IItemStack
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{
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public int MaxQuantity => 1;
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public int Quantity => 1;
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public bool Empty { get; private set; }
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public Texture2D Icon => packsack.Icon;
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public string Name => packsack.Name;
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public string? Description => packsack.Description;
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//todo: 只拒绝是背包的物品是权宜之计,应该为物品加入一个“是否可以放入背包”的属性来实现这个判断。
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public bool CanAddItem(IItem item)
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{
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if (item is Packsack) return false;
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return packsack.ItemContainer?.CanAddItem(item) ?? false;
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}
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public bool AddItem(IItem item)
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{
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if (item is Packsack) return false;
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return packsack.ItemContainer?.AddItem(item) ?? false;
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}
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public int CanTakeFrom(IItemStack itemStack)
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{
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if (itemStack.GetItem() is Packsack) return 0;
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return packsack.ItemContainer?.CanAddItemStack(itemStack) ?? 0;
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}
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public bool TakeFrom(IItemStack itemStack)
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{
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if (itemStack.GetItem() is Packsack) return false;
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return packsack.ItemContainer?.AddItemStack(itemStack) ?? false;
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}
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public IItem? GetItem()
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{
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|
return Empty ? packsack : null;
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|
}
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public IItem? PickItem()
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{
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|
if (Empty) return null;
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Empty = true;
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return packsack;
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}
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public IItemStack? PickItems(int value)
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|
{
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|
if (Empty || value == 0) return null;
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Empty = true;
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return new PacksackStack(packsack);
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}
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||||||
|
public int RemoveItem(int number)
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|
{
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|
if (Empty || number == 0) return number;
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Empty = true;
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|
packsack.Destroy();
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return Math.Max(0, number - 1);
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}
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||||||
|
public void ClearStack()
|
||||||
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{
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||||||
|
if (Empty) return;
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|
packsack.Destroy();
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||||||
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Empty = true;
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||||||
|
}
|
||||||
|
}
|
Loading…
Reference in New Issue
Block a user