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@ -223,15 +223,8 @@ public partial class CharacterTemplate : CharacterBody2D
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return null;
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return null;
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}
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}
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HashSet<Node>? exclude = null;
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return NodeUtils.GetTheNearestNode(this, PickingRangeBodiesList.ToArray(), true,
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if (_currentItem != null)
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node => !CanPickItem(node));
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{
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//Prevent picking up objects in your hands again.
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//防止再次捡起自己手上的物品。
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exclude = new HashSet<Node> { _currentItem };
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}
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return NodeUtils.GetTheNearestNode(this, PickingRangeBodiesList.ToArray(), exclude);
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}
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}
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@ -308,25 +301,53 @@ public partial class CharacterTemplate : CharacterBody2D
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}
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}
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}
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}
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/// <summary>
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/// <para>Whether you can pick up specified items</para>
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/// <para>是否能捡起指定物品</para>
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/// </summary>
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/// <param name="node"></param>
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/// <returns></returns>
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private bool CanPickItem(Node node)
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{
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if (_currentItem != null && node == _currentItem)
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{
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//Do not include your own belongings.
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//不包含自己手上的物品。
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return false;
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}
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if (node is PickAbleTemplate pickAbleTemplate)
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{
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//Does not contain items that have been picked up.
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//不包含已被捡起的物品。
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return !pickAbleTemplate.Picked;
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}
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return false;
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}
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/// <summary>
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/// <summary>
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/// <para>Pick up the specified items</para>
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/// <para>Pick up the specified items</para>
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/// <para>将指定物品拾起来</para>
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/// <para>将指定物品拾起来</para>
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/// </summary>
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/// </summary>
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/// <param name="pickAbleItem"></param>
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/// <param name="pickAbleItemNode2D"></param>
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/// <returns>
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/// <returns>
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///<para>Whether successfully picked up</para>
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///<para>Whether successfully picked up</para>
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///<para>是否成功拾起</para>
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///<para>是否成功拾起</para>
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/// </returns>
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/// </returns>
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public bool PickItem(Node2D? pickAbleItem)
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protected bool PickItem(Node2D? pickAbleItemNode2D)
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{
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{
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//Empty reference checking is implicitly performed here.
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//Empty reference checking is implicitly performed here.
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//此处隐式的执行了空引用检查。
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//此处隐式的执行了空引用检查。
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if (pickAbleItem is not IItem item)
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if (pickAbleItemNode2D is not IItem item)
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{
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{
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return false;
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return false;
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}
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}
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if (ItemContainer == null)
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//The item store is marked null, or the item container is null.
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//物品存放的标记为null,或者物品容器为null。
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if (ItemMarker2D == null || ItemContainer == null)
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{
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{
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return false;
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return false;
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}
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}
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@ -339,10 +360,10 @@ public partial class CharacterTemplate : CharacterBody2D
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return false;
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return false;
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}
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}
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//First check if we can pick up the item.
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//Check to see if you can fit the item into the container first.
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//先检查我们能否拾起此物品。
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//先检查是否能将物品放入容器。
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var canPick = ItemContainer.CanAddItem(item);
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var canAddItem = ItemContainer.CanAddItem(item);
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if (!canPick)
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if (!canAddItem)
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{
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{
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return false;
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return false;
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}
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}
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@ -359,7 +380,7 @@ public partial class CharacterTemplate : CharacterBody2D
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//设置捡起物品的常规处理。
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//设置捡起物品的常规处理。
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//You can supplement picking up state handling for more types of objects here.
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//You can supplement picking up state handling for more types of objects here.
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//您可以在这里补充更多类型对象的捡起状态处理。
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//您可以在这里补充更多类型对象的捡起状态处理。
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if (pickAbleItem is PickAbleTemplate pickAbleTemplate)
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if (pickAbleItemNode2D is PickAbleTemplate pickAbleTemplate)
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{
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{
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pickAbleTemplate.Owner = this;
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pickAbleTemplate.Owner = this;
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pickAbleTemplate.Picked = true;
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pickAbleTemplate.Picked = true;
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@ -374,16 +395,16 @@ public partial class CharacterTemplate : CharacterBody2D
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{
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{
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//If the selected item slot in the item container is a newly picked item, and there is no item in the hand, then we put the selected item into the hand.
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//If the selected item slot in the item container is a newly picked item, and there is no item in the hand, then we put the selected item into the hand.
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//如果物品容器内选中的物品槽是刚刚捡到的物品,且手里没有物品持有,那么我们将选中的物品放到手上。
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//如果物品容器内选中的物品槽是刚刚捡到的物品,且手里没有物品持有,那么我们将选中的物品放到手上。
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CurrentItem = pickAbleItem;
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CurrentItem = pickAbleItemNode2D;
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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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pickAbleItem.Hide();
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pickAbleItemNode2D.Hide();
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pickAbleItem.ProcessMode = ProcessModeEnum.Disabled;
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pickAbleItemNode2D.ProcessMode = ProcessModeEnum.Disabled;
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}
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}
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pickAbleItem.Reparent(ItemMarker2D);
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NodeUtils.CallDeferredReparent(ItemMarker2D, pickAbleItemNode2D);
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pickAbleItem.Position = Vector2.Zero;
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pickAbleItemNode2D.Position = Vector2.Zero;
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return true;
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return true;
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}
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}
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@ -175,17 +175,17 @@ public static class NodeUtils
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///<para>Node array</para>
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///<para>Node array</para>
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///<para>节点数组</para>
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///<para>节点数组</para>
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/// </param>
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/// </param>
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/// <param name="exclude">
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///<para>Which nodes are excluded</para>
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///<para>排除哪些节点</para>
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/// </param>
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/// <param name="excludeInvisibleNodes">
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/// <param name="excludeInvisibleNodes">
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///<para>Whether or not unseen nodes should be excluded</para>
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///<para>Whether or not unseen nodes should be excluded</para>
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///<para>是否排除不可见的节点</para>
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///<para>是否排除不可见的节点</para>
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/// </param>
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/// </param>
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/// <param name="filter">
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///<para>Filter, which returns true within the function to filter the specified node.</para>
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///<para>过滤器,在函数内返回true,则过滤指定节点。</para>
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/// </param>
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/// <returns></returns>
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/// <returns></returns>
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public static Node2D? GetTheNearestNode(Node2D origin, Node[] array, HashSet<Node>? exclude = null,
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public static Node2D? GetTheNearestNode(Node2D origin, Node[] array,
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bool excludeInvisibleNodes = true)
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bool excludeInvisibleNodes = true, Func<Node2D, bool>? filter = null)
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{
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{
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var closestDistance = float.MaxValue;
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var closestDistance = float.MaxValue;
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Node2D? closestNode = null;
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Node2D? closestNode = null;
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@ -199,10 +199,10 @@ public static class NodeUtils
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continue;
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continue;
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}
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}
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if (exclude != null && exclude.Contains(node))
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if (filter != null && filter.Invoke(node2D))
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{
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{
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//If the current node, is within our exclusion project. So the next one.
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//If there is a filter, and the filter returns true, then the next.
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//如果当前节点,在我们的排除项目内。那么下一个。
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//如果有过滤器,且过滤器返回true,那么下一个。
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continue;
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continue;
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}
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}
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