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This commit is contained in:
16
Core/Item/BITKit.Item.asmdef
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16
Core/Item/BITKit.Item.asmdef
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{
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"name": "BITKit.Item",
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"rootNamespace": "",
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"references": [
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"GUID:14fe60d984bf9f84eac55c6ea033a8f4"
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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": true
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}
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145
Core/Item/Item.cs
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145
Core/Item/Item.cs
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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.IO;
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using System.Linq;
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namespace BITKit
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{
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#region 物品枚举
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public enum ItemQuality
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{
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/// <summary>
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/// 常见的
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/// </summary>
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Common,
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/// <summary>
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/// 罕见的
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/// </summary>
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Uncommon,
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/// <summary>
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/// 稀有的
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/// </summary>
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Rare,
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/// <summary>
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/// 史诗的
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/// </summary>
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Epic,
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/// <summary>
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/// 传奇的
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/// </summary>
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Legendary,
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/// <summary>
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/// 神话的
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/// </summary>
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Mythical,
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/// <summary>
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/// 开发者
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/// </summary>
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Develop,
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}
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#endregion
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#region 物品接口
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/// <summary>
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/// 基础物品
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/// </summary>
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public interface IBasicItem :IPropertable
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{
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/// <summary>
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/// 唯一Id
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/// </summary>
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int Id { get; }
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/// <summary>
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/// 物品名,一般用于查找物品的主键
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/// </summary>
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string Name { get; }
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/// <summary>
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/// 可寻址路径,该路径用于查找物品
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/// </summary>
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string AdressablePath { get; }
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/// <summary>
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/// 物品描述
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/// </summary>
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string Description { get; }
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/// <summary>
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/// 物品品质
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/// </summary>
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ItemQuality Quality { get; }
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bool CopyItemsFrom(IBasicItem item);
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}
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/// <summary>
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/// 可配置化物品,通常用于配置
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/// </summary>
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public interface IAssetableItem: IBasicItem
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{
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}
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#endregion
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#region 物品实现
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/// <summary>
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/// 可序列化的物品
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/// </summary>
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[Serializable]
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public record SerializableItem : IBasicItem
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{
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#region 字段
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public int Id;
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public string Name;
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public string AdressablePath { get; set; }
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public string Description;
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public ItemQuality Quality;
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/// <summary>
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/// 本地属性
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/// </summary>
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Property property = new();
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#endregion
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#region 接口的隐式实现
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int IBasicItem.Id => Id;
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string IBasicItem.Name => Name;
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string IBasicItem.Description => Description;
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ItemQuality IBasicItem.Quality => Quality;
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#endregion
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#region 接口的显式实现
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public bool Contains<T>() => property.Contains<T>();
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public T GetOrAddProperty<T>(Func<T> addFactory) => property.GetOrAddProperty<T>(addFactory);
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public T GetOrCreateProperty<T>() => property.GetOrCreateProperty<T>();
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public object[] GetProperties() => property.GetProperties();
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public bool TryGetProperty<T>(out T value) => property.TryGetProperty<T>(out value);
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public bool TryRemoveProperty<T>() => property.TryRemoveProperty<T>();
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public bool TrySetProperty<T>(T value) => property.TrySetProperty(value);
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public void Read(BinaryReader r)
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{
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throw new NotImplementedException();
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}
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public void Write(BinaryWriter w)
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{
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throw new NotImplementedException();
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}
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public bool CopyItemsFrom(IBasicItem item)
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{
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Id=item.Id;
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Name = item.Name;
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AdressablePath = item.AdressablePath;
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Description = item.Description;
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Quality=item.Quality;
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CopyPropertiesFrom(item);
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return true;
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}
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public bool ClearProperties()=>property.ClearProperties();
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public bool CopyPropertiesFrom(IPropertable propertable)
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{
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return property.CopyPropertiesFrom(propertable);
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}
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#endregion
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}
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#endregion
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}
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79
Core/Item/ItemContainer.cs
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79
Core/Item/ItemContainer.cs
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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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namespace BITKit
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{
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/// <summary>
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/// 支持二进制化的的物品容器,适用于网络化物品容器
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/// 支持属性
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/// 支持回调
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/// </summary>
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public interface IBasicItemContainer
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{
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/// <summary>
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/// 物品容器的唯一Id
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/// </summary>
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int Id { get; }
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/// <summary>
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/// 尝试获取指定Item
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/// </summary>
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bool TryGetItem(Func<IBasicItem, bool> func, out IBasicItem item);
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/// <summary>
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/// 获取所有Item的只读副本
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/// </summary>
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IBasicItem[] GetItems();
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/// <summary>
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/// 添加物品的接口
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/// </summary>
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bool Add(IBasicItem item);
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/// <summary>
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/// 通过Item本身进行移除
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/// </summary>
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bool Remove(IBasicItem item);
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/// <summary>
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/// 通过Id移除物品(推荐)
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/// </summary>
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bool Remove(int id);
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/// <summary>
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/// 通过工厂方法移除物品
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/// </summary>
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bool Remove(Func<IBasicItem, bool> removeFactory);
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/// <summary>
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/// 通过通过Id丢下物品
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/// </summary>
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bool Drop(int Id);
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/// <summary>
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/// 注册添加物品的工厂方法,
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/// </summary>
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event Func<IBasicItem, bool> AddFactory;
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/// <summary>
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/// 注册移除物品的工厂方法
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/// </summary>
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event Func<IBasicItem, bool> RemoveFactory;
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/// <summary>
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/// 注册丢下物品的工厂方法
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/// </summary>
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event Func<IBasicItem, bool> DropFactory;
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/// <summary>
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/// 已添加Item的回调
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/// </summary>
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event Action<IBasicItem> OnAdd;
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/// <summary>
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/// 已移除Item的回调
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/// </summary>
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event Action<IBasicItem> OnRemove;
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/// <summary>
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/// 已设置Item的回调
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/// </summary>
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event Action<IBasicItem> OnSet;
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/// <summary>
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/// 已丢下Item的回调
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/// </summary>
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event Action<IBasicItem> OnDrop;
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/// <summary>
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/// 已重构Items的回调
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/// </summary>
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event Action<IBasicItemContainer> OnRebuild;
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}
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}
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