Fixed an issue where the health bar was drawn incorrectly.
修复健康条绘制不正确的问题。
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9435f76fc0
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@ -1,3 +1,4 @@
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using ColdMint.scripts.utils;
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using Godot;
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namespace ColdMint.scripts;
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@ -17,28 +18,44 @@ public partial class HealthBarUi : HBoxContainer
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return;
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}
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if (_currentHp > _maxHp)
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{
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//Prohibit the current health to exceed the maximum health. When the maximum health is exceeded, the UI cannot be drawn.
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//禁止当前血量超过最大血量,当超过最大值时,无法绘制UI。
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return;
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}
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var heartCount = GetChildCount();
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//A few hearts are full
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//有几颗心是满的
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var fullHeartCount = value / Config.HeartRepresentsHealthValue;
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for (int i = 0; i < fullHeartCount; i++)
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{
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//Brush up the Ui
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//把Ui刷满
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var textureRect = GetChild<TextureRect>(i);
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textureRect.Texture = _heartFull;
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}
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//How many hollows
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//有多少空心
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var emptyHeartCount = heartCount - fullHeartCount;
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if (emptyHeartCount > 0)
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{
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//How much blood is left on the last one
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//最后那颗剩余多少血
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var leftOverTextureRect = GetChild<TextureRect>(fullHeartCount);
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var leftOver = value % Config.HeartRepresentsHealthValue;
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if (leftOver > 0)
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{
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//Percentage of total
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//占总数的百分比
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var percent = leftOver / (float)Config.HeartRepresentsHealthValue;
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leftOverTextureRect.Texture = GetTexture2DByPercent(percent);
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emptyHeartCount--;
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}
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}
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for (int i = heartCount - emptyHeartCount; i < heartCount; i++)
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{
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@ -68,11 +85,13 @@ public partial class HealthBarUi : HBoxContainer
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AddChild(heart);
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}
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//How much blood is left on the last one
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//最后那颗剩余多少血
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var leftOver = value % Config.HeartRepresentsHealthValue;
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if (leftOver > 0)
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{
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var lastHeart = CreateTextureRect();
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//Percentage of total
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//占总数的百分比
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var percent = leftOver / (float)Config.HeartRepresentsHealthValue;
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lastHeart.Texture = GetTexture2DByPercent(percent);
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@ -129,6 +148,7 @@ public partial class HealthBarUi : HBoxContainer
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public override void _Ready()
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{
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base._Ready();
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NodeUtils.DeleteAllChild(this);
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_heartEmpty = GD.Load<Texture2D>("res://sprites/ui/HeartEmpty.png");
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_heartQuarter = GD.Load<Texture2D>("res://sprites/ui/HeartQuarter.png");
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_heartHalf = GD.Load<Texture2D>("res://sprites/ui/HeartHalf.png");
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@ -134,10 +134,10 @@ public partial class CharacterTemplate : CharacterBody2D
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}
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_initialHp = GetMeta("InitialHp", "0").AsInt32();
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if (_initialHp <= 0)
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if (_initialHp <= 0 || _initialHp > MaxHp)
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{
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//If the initial blood volume is less than or equal to 0, the initial blood volume is set to the maximum blood volume
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//若初始血量小于等于0,则将初始血量设置为最大血量
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//If the initial health is less than or equal to 0 or greater than the maximum health, then set it to the maximum health
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//如果初始血量小于等于0或者大于最大血量,那么将其设置为最大血量
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_initialHp = MaxHp;
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}
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@ -1,6 +1,7 @@
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using System.Collections.Generic;
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using System.Linq;
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using ColdMint.scripts.debug;
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using ColdMint.scripts.utils;
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using ColdMint.scripts.weapon;
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using Godot;
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@ -19,6 +20,7 @@ public partial class HotBar : HBoxContainer, IItemContainer
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public override void _Ready()
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{
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base._Ready();
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NodeUtils.DeleteAllChild(this);
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_itemSlotNodes = new List<ItemSlotNode>();
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_itemSlotPackedScene = GD.Load<PackedScene>("res://prefab/ui/ItemSlot.tscn");
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for (var i = 0; i < Config.HotBarSize; i++)
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@ -1,3 +1,4 @@
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using System.Threading.Tasks;
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using ColdMint.scripts.debug;
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using ColdMint.scripts.inventory;
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using ColdMint.scripts.loader.uiLoader;
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@ -18,15 +19,13 @@ public partial class GameSceneLoader : SceneLoaderTemplate
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private IMapGenerator _mapGenerator;
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private IMapGeneratorConfig _mapGeneratorConfig;
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public override void InitializeData()
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public override async Task InitializeData()
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{
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//加载血条场景
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var healthBarUI = GetNode<HealthBarUi>("CanvasLayer/Control/VBoxContainer/HealthBarUi");
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NodeUtils.DeleteAllChild(healthBarUI);
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GameSceneNodeHolder.HealthBarUi = healthBarUI;
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//加载HotBar
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var hotBar = GetNode<HotBar>("CanvasLayer/Control/VBoxContainer/HotBar");
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NodeUtils.DeleteAllChild(hotBar);
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GameSceneNodeHolder.HotBar = hotBar;
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//加载操作提示
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var operationTip = GetNode<Label>("CanvasLayer/Control/VBoxContainer/OperationTip");
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@ -59,9 +58,9 @@ public partial class GameSceneLoader : SceneLoaderTemplate
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_mapGenerator.RoomPlacer = roomPlacer;
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}
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public override void LoadScene()
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public override async Task LoadScene()
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{
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_mapGenerator.Generate(_mapGeneratorConfig);
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await _mapGenerator.Generate(_mapGeneratorConfig);
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var packedScene = GD.Load<PackedScene>("res://prefab/entitys/Character.tscn");
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//Register players in the holder
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//在持有者内注册玩家
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@ -1,3 +1,5 @@
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using System.Threading.Tasks;
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namespace ColdMint.scripts.loader.sceneLoader;
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public interface ISceneLoaderContract
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@ -6,11 +8,11 @@ public interface ISceneLoaderContract
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/// <para>initialization data</para>
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/// <para>初始化数据</para>
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/// </summary>
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void InitializeData();
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Task InitializeData();
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/// <summary>
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/// <para>load scene</para>
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/// <para>加载场景</para>
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/// </summary>
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void LoadScene();
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Task LoadScene();
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}
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@ -1,3 +1,4 @@
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using System.Threading.Tasks;
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using Godot;
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namespace ColdMint.scripts.loader.sceneLoader;
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@ -8,19 +9,20 @@ namespace ColdMint.scripts.loader.sceneLoader;
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/// </summary>
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public partial class SceneLoaderTemplate : Node2D, ISceneLoaderContract
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{
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public sealed override void _Ready()
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public sealed override async void _Ready()
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{
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InitializeData();
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LoadScene();
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await InitializeData();
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await LoadScene();
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}
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public virtual void InitializeData()
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{
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public virtual Task InitializeData()
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{
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return Task.CompletedTask;
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}
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public virtual void LoadScene()
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public virtual Task LoadScene()
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{
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return Task.CompletedTask;
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}
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}
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@ -1,4 +1,5 @@
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using Godot;
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using System.Threading.Tasks;
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using Godot;
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namespace ColdMint.scripts.utils;
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@ -9,16 +10,30 @@ public class NodeUtils
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/// <para>删除所有子节点</para>
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/// </summary>
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/// <param name="parent"></param>
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public static void DeleteAllChild(Node parent)
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public static int DeleteAllChild(Node parent)
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{
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var deleteNumber = 0;
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var count = parent.GetChildCount();
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if (count > 0)
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{
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for (int i = 0; i < count; i++)
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if (count <= 0) return deleteNumber;
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for (var i = 0; i < count; i++)
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{
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var node = parent.GetChild(0);
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parent.RemoveChild(node);
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node.QueueFree();
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deleteNumber++;
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}
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return deleteNumber;
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}
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/// <summary>
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/// <para>All child nodes are removed asynchronously</para>
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/// <para>异步删除所有子节点</para>
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/// </summary>
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/// <param name="parent"></param>
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/// <returns></returns>
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public static async Task<int> DeleteAllChildAsync(Node parent)
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{
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return await Task.Run<int>(() => DeleteAllChild(parent));
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}
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}
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