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+3
-2
@@ -5,6 +5,7 @@ using UnityEngine;
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/// <summary>
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/// 装备 - 物品
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/// </summary>
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public class DataItemEquipment : DataItem {
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public class DataEquipment : DataItem {
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/// <summary> 装备类型 </summary>
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public string type;
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}
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+1
-1
@@ -5,7 +5,7 @@ using UnityEngine;
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/// <summary>
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/// 材料 - 物品
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/// </summary>
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public class DataItemMaterial : DataItem {
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public class DataMaterial : DataItem {
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/// <summary> 最大堆叠数 </summary>
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public int maxStack;
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@@ -0,0 +1,62 @@
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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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/// <summary>
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/// 装备栏
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/// </summary>
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public class Equipment {
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/// <summary> 插槽字典 </summary>
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public Dictionary<string, EquipmentSlot> dictionary = new Dictionary<string, EquipmentSlot>();
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/// <summary> 索引器 </summary>
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public EquipmentSlot this[string key] => dictionary[key];
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/// <summary> 添加插槽 </summary>
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public void AddSlot(EquipmentSlot slot) => dictionary.Add(slot.name, slot);
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}
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/// <summary>
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/// 装备插槽
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/// </summary>
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public abstract class EquipmentSlot {
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/// <summary> 名字 </summary>
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public string name;
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/// <summary> 物品 </summary>
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public DataEquipment item;
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public EquipmentSlot(string name) => this.name = name;
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}
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/// <summary>
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/// 武器 - 装备插槽
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/// </summary>
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public class WeaponSlot : EquipmentSlot {
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/// <summary> 副手插槽 </summary>
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public DeputySlot deputy;
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public WeaponSlot(string name) : base(name) { }
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}
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/// <summary>
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/// 副手 - 装备插槽
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/// </summary>
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public class DeputySlot : EquipmentSlot {
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/// <summary> 主手插槽 </summary>
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public WeaponSlot weapon;
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public DeputySlot(string name) : base(name) { }
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}
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/// <summary>
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/// 护甲 - 装备插槽
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/// </summary>
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public class ArmorSlot : EquipmentSlot {
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public ArmorSlot(string name) : base(name) { }
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}
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/// <summary>
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/// 饰品 - 装备插槽
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/// </summary>
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public class AccessorySlot : EquipmentSlot {
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public AccessorySlot(string name) : base(name) { }
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 13afb37aea13dc94b97e8e85af77b5b8
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -8,9 +8,9 @@ using MuHua;
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/// </summary>
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public class ManagerItem : ModuleSingle<ManagerItem> {
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/// <summary> 材料列表 </summary>
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public List<ConstItemMaterial> materials;
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public List<ConstMaterial> materials;
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/// <summary> 装备列表 </summary>
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public List<ConstItemEquipment> equipments;
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public List<ConstEquipment> equipments;
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protected override void Awake() => NoReplace(false);
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 681e43f413713dd46914cb6348821756
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,26 @@
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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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/// <summary>
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/// 饰品 - 物品常量
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/// </summary>
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[CreateAssetMenu(menuName = "MuHua/物品系统/饰品")]
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public class ConstAccessory : ConstItem {
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/// <summary> 饰品类型 </summary>
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public AccessoryType type;
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public override DataItem To() {
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DataEquipment item = new DataEquipment();
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item.name = name;
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item.sprite = sprite;
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item.type = type.ToString();
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return item;
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}
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}
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/// <summary>
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/// 饰品类型
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/// </summary>
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public enum AccessoryType {
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戒指, 手镯, 项链
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: fe5fcaac3685ff2408432feaa1d0999a
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,26 @@
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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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/// <summary>
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/// 护甲 - 物品常量
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/// </summary>
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[CreateAssetMenu(menuName = "MuHua/物品系统/护甲")]
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public class ConstArmor : ConstItem {
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/// <summary> 护甲类型 </summary>
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public ArmorType type;
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public override DataItem To() {
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DataEquipment item = new DataEquipment();
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item.name = name;
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item.sprite = sprite;
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item.type = type.ToString();
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return item;
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}
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}
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/// <summary>
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/// 护甲类型
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/// </summary>
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public enum ArmorType {
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上衣, 头盔, 手套, 腰带, 鞋子
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 33876f23eac24b14e8ba9cca9d545a4a
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,20 @@
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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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/// <summary>
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/// 装备 - 物品常量
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/// </summary>
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[CreateAssetMenu(menuName = "MuHua/物品系统/装备")]
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public class ConstEquipment : ConstItem {
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/// <summary> 装备类型 </summary>
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public string type;
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public override DataItem To() {
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DataEquipment item = new DataEquipment();
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item.name = name;
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item.sprite = sprite;
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item.type = type;
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return item;
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}
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}
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@@ -0,0 +1,26 @@
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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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/// <summary>
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/// 武器 - 物品常量
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/// </summary>
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[CreateAssetMenu(menuName = "MuHua/物品系统/武器")]
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public class ConstWeapon : ConstItem {
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/// <summary> 武器类型 </summary>
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public WeaponType type;
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public override DataItem To() {
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DataEquipment item = new DataEquipment();
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item.name = name;
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item.sprite = sprite;
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item.type = type.ToString();
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return item;
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}
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}
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/// <summary>
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/// 武器类型
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/// </summary>
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public enum WeaponType {
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单手, 副手, 双手
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 45818eb64c9b04441b20b29f0230edb7
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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||||
icon: {instanceID: 0}
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||||
userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,11 +0,0 @@
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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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/// <summary>
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/// 装备 - 物品常量
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/// </summary>
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[CreateAssetMenu(menuName = "MuHua/物品系统/装备")]
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public class ConstItemEquipment : ConstItem {
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}
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+2
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@@ -6,12 +6,12 @@ using UnityEngine;
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/// 材料 - 物品常量
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/// </summary>
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[CreateAssetMenu(menuName = "MuHua/物品系统/材料")]
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public class ConstItemMaterial : ConstItem {
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public class ConstMaterial : ConstItem {
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/// <summary> 最大堆叠数 </summary>
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public int maxStack = 99;
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public override DataItem To() {
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DataItemMaterial item = new DataItemMaterial();
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DataMaterial item = new DataMaterial();
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item.name = name;
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item.sprite = sprite;
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item.maxStack = maxStack;
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