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@@ -7,15 +7,132 @@ using BITKit.WorldNode;
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using UnityEngine;
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#endif
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namespace Net.Project.B.WorldNode
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namespace Net.Project.B.WorldNode.Loot
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{
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[Serializable]
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public struct CommonLootNode : IReference
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{
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public string Get() => "loot_common";
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}
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[Serializable]
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public struct MedicalLootNode : IReference
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{
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public string Get() => "loot_medical";
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}
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[Serializable]
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public struct MilitaryLootNode : IReference
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{
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public string Get() => "loot_military";
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}
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[Serializable]
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public struct FoodLootNode : IReference
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{
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public string Get() => "loot_food";
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}
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[Serializable]
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public struct BeverageLootNode : IReference
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{
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public string Get() => "loot_beverage";
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}
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[Serializable]
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public struct HouseholdToolsLootNode : IReference
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{
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public string Get() => "loot_household_tools";
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}
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[Serializable]
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public struct HardwareToolsLootNode : IReference
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{
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public string Get() => "loot_hardware_tools";
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}
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[Serializable]
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public struct SurvivalGearLootNode : IReference
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{
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public string Get() => "loot_survival_gear";
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}
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[Serializable]
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public struct ConstructionLootNode : IReference
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{
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public string Get() => "loot_construction";
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}
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[Serializable]
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public struct ClothingLootNode : IReference
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{
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public string Get() => "loot_clothing";
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}
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[Serializable]
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public struct ElectronicsLootNode : IReference
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{
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public string Get() => "loot_electronics";
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}
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[Serializable]
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public struct FuelLootNode : IReference
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{
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public string Get() => "loot_fuel";
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}
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[Serializable]
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public struct MeleeWeaponLootNode : IReference
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{
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public string Get() => "loot_melee_weapon";
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}
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[Serializable]
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public struct RangedWeaponLootNode : IReference
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{
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public string Get() => "loot_ranged_weapon";
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}
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[Serializable]
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public struct ThrowableLootNode : IReference
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{
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public string Get() => "loot_throwable";
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}
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[Serializable]
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public struct TrapLootNode : IReference
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{
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public string Get() => "loot_trap";
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}
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[Serializable]
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public struct QuestItemLootNode : IReference
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{
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public string Get() => "loot_quest_item";
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}
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[Serializable]
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public struct TradeGoodsLootNode : IReference
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{
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public string Get() => "loot_trade_goods";
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}
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[Serializable]
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public struct AnimalProductLootNode : IReference
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{
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public string Get() => "loot_animal_product";
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}
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}
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namespace Net.Project.B.WorldNode
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{
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[Serializable]
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public class UnityLootNode : IWorldNode
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{
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#if UNITY_5_3_OR_NEWER
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[SerializeReference, SubclassSelector] private IReference lootName;
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public string LootName=> lootName?.Value;
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#endif
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#if UNITY_5_3_OR_NEWER
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[SerializeReference, SubclassSelector] public IReference lootName;
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public string LootName => lootName?.Value;
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#endif
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}
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}
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