修改框架
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@@ -9,7 +9,7 @@ using MuHua;
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public class SingleManager : ModuleSingle<SingleManager> {
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public Inventory inventory;
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public Equipment equipment;
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public EquipmentColumn equipment;
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public ItemReward materialReward;
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public ItemReward equipmentReward;
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@@ -18,27 +18,7 @@ public class SingleManager : ModuleSingle<SingleManager> {
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private void Start() {
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inventory = new Inventory(40);
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equipment = new Equipment();
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WeaponSlot weaponSlot = new WeaponSlot(SlotType.主手);
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DeputySlot deputySlot = new DeputySlot(SlotType.副手);
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weaponSlot.deputy = deputySlot;
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deputySlot.weapon = weaponSlot;
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equipment.AddSlot(weaponSlot);
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equipment.AddSlot(deputySlot);
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equipment.AddSlot(new ArmorSlot(SlotType.上衣, ArmorType.上衣));
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equipment.AddSlot(new ArmorSlot(SlotType.头盔, ArmorType.头盔));
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equipment.AddSlot(new ArmorSlot(SlotType.手套, ArmorType.手套));
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equipment.AddSlot(new ArmorSlot(SlotType.腰带, ArmorType.腰带));
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equipment.AddSlot(new ArmorSlot(SlotType.鞋子, ArmorType.鞋子));
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equipment.AddSlot(new AccessorySlot(SlotType.项链, AccessoryType.项链));
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equipment.AddSlot(new AccessorySlot(SlotType.戒指1, AccessoryType.戒指));
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equipment.AddSlot(new AccessorySlot(SlotType.戒指2, AccessoryType.戒指));
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equipment.AddSlot(new AccessorySlot(SlotType.手镯1, AccessoryType.手镯));
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equipment.AddSlot(new AccessorySlot(SlotType.手镯2, AccessoryType.手镯));
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equipment = new EquipmentColumn();
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materialReward = new ItemReward();
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materialReward.Settings(ManagerItem.I.materials);
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@@ -53,11 +33,11 @@ public class SingleManager : ModuleSingle<SingleManager> {
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private void RewardMaterial() {
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(DataItem item, int count) = materialReward.Get(10);
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(InventoryItem item, int count) = materialReward.Get(10);
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inventory.AddItem(item, count);
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}
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private void RewardEquipment() {
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(DataItem item, int count) = equipmentReward.Get(1);
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(InventoryItem item, int count) = equipmentReward.Get(1);
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inventory.AddItem(item, count);
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}
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}
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