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This commit is contained in:
@@ -13,7 +13,9 @@
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"GUID:d525ad6bd40672747bde77962f1c401e",
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"GUID:49b49c76ee64f6b41bf28ef951cb0e50",
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"GUID:d8b63aba1907145bea998dd612889d6b",
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"GUID:30cdc242b1ac6a944a460f4ab0b77b88"
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"GUID:30cdc242b1ac6a944a460f4ab0b77b88",
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"GUID:7efac18f239530141802fb139776f333",
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"GUID:ef0bb553b58b90b488bdbe8672e3be0b"
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],
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"includePlatforms": [],
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"excludePlatforms": [],
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@@ -1,20 +0,0 @@
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{
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"name": "BITFALL.Entities.Equipment",
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"rootNamespace": "",
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"references": [
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"GUID:14fe60d984bf9f84eac55c6ea033a8f4",
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"GUID:d525ad6bd40672747bde77962f1c401e",
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"GUID:49b49c76ee64f6b41bf28ef951cb0e50",
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"GUID:677cd05ca06c46b4395470200b1acdad",
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"GUID:709caf8d7fb6ef24bbba0ab9962a3ad0"
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],
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"includePlatforms": [],
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"excludePlatforms": [],
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"allowUnsafeCode": false,
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"overrideReferences": false,
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"precompiledReferences": [],
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"autoReferenced": true,
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"defineConstraints": [],
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"versionDefines": [],
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"noEngineReferences": false
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}
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@@ -1,17 +0,0 @@
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using BITKit;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using UnityEngine;
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namespace BITFALL
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{
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public interface IEquipmentAsArms : IProperty { }
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[System.Serializable]
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public record EquipmentAsWeapon: IEquipmentAsArms { }
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[System.Serializable]
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public record EquipmentUseItem: IEquipmentAsArms { }
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}
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@@ -1,38 +0,0 @@
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using BITKit;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace BITFALL
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{
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public interface IEquipmentSlot
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{
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}
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public abstract record EquipmentSlot: IEquipmentSlot
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{
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public override int GetHashCode() => GetType().GetHashCode();
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}
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[System.Serializable]
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public sealed record EquipmentAsHead: EquipmentSlot { }
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[System.Serializable]
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public sealed record EquipmentAsBody : EquipmentSlot { }
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[System.Serializable]
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public sealed record EquipmentAsArmor : EquipmentSlot { }
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[System.Serializable]
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public sealed record EquipmentAsHeal : EquipmentSlot { }
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[System.Serializable]
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public sealed record EquipmentAsBackpack : EquipmentSlot { }
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[System.Serializable]
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public sealed record EquipmentAsArmorPlates : EquipmentSlot { }
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[System.Serializable]
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public sealed record EquipmentAsTactics : EquipmentSlot { }
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[System.Serializable]
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public sealed record EquipmentAsThrow : EquipmentSlot { }
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[System.Serializable]
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public sealed record EquipmentAsEquip : EquipmentSlot { }
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[System.Serializable]
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public sealed record EquipmentAsSlot : IProperty
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{
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[SerializeReference, SubclassSelector] public IEquipmentSlot slot;
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}
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}
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@@ -1,27 +0,0 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using BITKit;
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using BITKit.Core.Entites;
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using UnityEngine;
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namespace BITFALL.Entities.Equipment
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{
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public interface IEntityEquipment
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{
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event Action<IBasicItem> OnEquip;
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event Action<IBasicItem> OnDeEquip;
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bool IsSupportItem(IBasicItem item);
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void EntryEquip(int index);
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void EntryEquip(Func<string,bool> item);
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void EntryEquip(IBasicItem item);
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}
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public interface IEquipBase : IEntryElement, IAwake, IStart, IUpdate
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{
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string AddressablePath { get; }
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IEntity Entity { get; set; }
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IBasicItem Item { get; set; }
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bool IsSupportItem(IBasicItem item);
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void PlayAudio(string name);
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}
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}
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@@ -36,14 +36,15 @@ namespace BITKit.Entities
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allowGlobalActivation = true
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};
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protected readonly ValidHandle AllowRendering = new();
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public virtual string AddressablePath => throw new System.NotImplementedException();
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public virtual string AddressablePath => item.AddressablePath;
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protected virtual Vector3 meleeForce => Transform.forward;
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public bool IsEntered { get; set; }
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public virtual void Entry()
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{
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AllowRendering.AddElement(this);
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inputActionGroup.allowInput.AddElement(this);
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animator.animator.enabled = true;
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animator.animator.Update(0);
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}
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public virtual UniTask EntryAsync()
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{
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@@ -52,7 +53,7 @@ namespace BITKit.Entities
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public virtual void Exit()
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{
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inputActionGroup.allowInput.AddElement(this);
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inputActionGroup.allowInput.RemoveElement(this);
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}
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public virtual UniTask ExitAsync()
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{
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@@ -61,8 +62,13 @@ namespace BITKit.Entities
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}
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public virtual void OnAwake()
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{
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AllowRendering.AddListener(x=>renderers.ForEach(y=>y.enabled = x));
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AllowRendering.AddListener(x=>renderers.ForEach(y=>
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{
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y.enabled = x;
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animator.animator.enabled = x;
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}));
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AllowRendering.Invoke();
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Initialize();
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}
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@@ -0,0 +1,99 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using BITFALL.Entities.Equipment;
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using BITFALL.Player.Inventory;
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using UnityEngine;
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using BITKit;
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using BITKit.Entities;
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namespace BITFALL
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{
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/// <summary>
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/// 玩家装备容器
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/// 支持,护甲,头盔和背包等
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/// </summary>
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[CustomType(typeof(IEntityEquipmentContainer))]
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public class EntityEquipmentContainer : EntityComponent, IEntityEquipmentContainer
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{
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private readonly Dictionary<IEquipmentSlot, IBasicItem> dictionary = new();
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[Inject]
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private IBasicItemContainer inventory;
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public override void OnAwake()
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{
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var health = entity.Get<IHealth>();
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health.OnSetAlive += OnSetAlive;
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}
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private void OnSetAlive(bool obj)
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{
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if (obj) return;
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foreach (var x in dictionary.ToArray())
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{
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OnDeEquip?.Invoke(x.Key, x.Value);
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inventory.Add(x.Value);
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}
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dictionary.Clear();
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}
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public override void OnStart()
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{
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base.OnStart();
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inventory = entity.Get<IBasicItemContainer>();
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var playerInventory = entity.Get<IPlayerInventory>();
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playerInventory.OnUseItem += TryExecute;
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}
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public Action<IEquipmentSlot, IBasicItem> OnEquip { get; set; }
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public Action<IEquipmentSlot, IBasicItem> OnDeEquip { get; set; }
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public bool TryDeEquip<T>(T slot) where T : IEquipmentSlot
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{
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if (!dictionary.TryGetValue(slot, out var equipable)) return false;
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if (inventory.Add(equipable))
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{
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DeEquip(slot, equipable);
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}
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return false;
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}
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private bool Equip(IEquipmentSlot slot, IBasicItem item)
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{
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dictionary.Add(slot, item);
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OnEquip?.Invoke(slot, item);
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return true;
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}
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private bool DeEquip(IEquipmentSlot slot, IBasicItem item)
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{
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dictionary.Remove(slot);
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OnDeEquip?.Invoke(slot, item);
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return true;
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}
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public int Priority => 0;
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public bool TryExecute(IBasicItem value)
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{
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var asset = value.GetAssetable();
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//尝试获取可装备信息
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if (!asset.TryGetProperty<EquipmentAsSlot>(out var equipable)) return false;
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//已装备物品
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if (dictionary.TryGetValue(equipable.slot, out var equipedItem))
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{
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//尝试将装配放回背包
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if (inventory.Add(equipedItem))
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{
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//移除已装备物品
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DeEquip(equipable.slot, value);
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}
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}
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//从库存中移除物品
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if (inventory.Remove(value))
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{
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//装配物品
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Equip(equipable.slot, value);
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}
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return false;
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}
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}
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}
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