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优化物品状态展示;修复了角色构建器没有复制能量的问题
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@ -241,8 +241,9 @@ namespace Milimoe.FunGame.Core.Entity
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/// <param name="itemsDefined">对于动态扩展的物品而言,传入已定义的物品表,不使用被复制物品的数据</param>
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/// <param name="itemsDefined">对于动态扩展的物品而言,传入已定义的物品表,不使用被复制物品的数据</param>
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/// <param name="skillsDefined">对于动态扩展的技能而言,传入已定义的技能表,不使用被复制技能的数据</param>
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/// <param name="skillsDefined">对于动态扩展的技能而言,传入已定义的技能表,不使用被复制技能的数据</param>
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/// <param name="recovery"></param>
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/// <param name="recovery"></param>
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/// <param name="copyEP"></param>
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/// <returns>构建的新角色</returns>
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/// <returns>构建的新角色</returns>
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public static Character Build(Character reference, bool newItemGuid = true, bool copyLevel = true, Inventory? inventory = null, IEnumerable<Item>? itemsDefined = null, IEnumerable<Skill>? skillsDefined = null, bool recovery = true)
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public static Character Build(Character reference, bool newItemGuid = true, bool copyLevel = true, Inventory? inventory = null, IEnumerable<Item>? itemsDefined = null, IEnumerable<Skill>? skillsDefined = null, bool recovery = true, bool copyEP = true)
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{
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{
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Character character = new CharacterBuilder(reference).Build(reference.Skills, reference.Items, newItemGuid, reference.EquipSlot, inventory, itemsDefined, skillsDefined);
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Character character = new CharacterBuilder(reference).Build(reference.Skills, reference.Items, newItemGuid, reference.EquipSlot, inventory, itemsDefined, skillsDefined);
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if (copyLevel)
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if (copyLevel)
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@ -262,6 +263,7 @@ namespace Milimoe.FunGame.Core.Entity
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character.HP = reference.HP;
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character.HP = reference.HP;
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character.MP = reference.MP;
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character.MP = reference.MP;
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}
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}
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if (copyEP) character.EP = reference.EP;
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return character;
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return character;
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}
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}
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}
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}
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@ -473,36 +473,47 @@ namespace Milimoe.FunGame.Core.Entity
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else
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else
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{
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{
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List<string> sellandtrade = [];
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List<string> sellandtrade = [];
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bool useRN = false;
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if (IsSellable)
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if (IsLock)
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{
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sellandtrade.Add("可出售");
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}
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if (!IsSellable && NextSellableTime != DateTime.MinValue)
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{
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sellandtrade.Add($"此物品将在 {NextSellableTime.ToString(General.GeneralDateTimeFormatChinese)} 后可出售");
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}
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else if (!IsSellable)
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{
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{
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sellandtrade.Add("不可出售");
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sellandtrade.Add("不可出售");
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}
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if (IsTradable)
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{
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sellandtrade.Add("可交易");
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}
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if (!IsTradable && NextTradableTime != DateTime.MinValue)
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{
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sellandtrade.Add($"此物品将在 {NextTradableTime.ToString(General.GeneralDateTimeFormatChinese)} 后可交易");
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}
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else if (!IsTradable)
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{
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sellandtrade.Add("不可交易");
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sellandtrade.Add("不可交易");
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}
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}
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else
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{
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if (IsSellable)
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{
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sellandtrade.Add("可出售");
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}
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if (sellandtrade.Count > 0) builder.AppendLine(string.Join(" ", sellandtrade).Trim());
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if (!IsSellable && NextSellableTime != DateTime.MinValue)
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{
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useRN = true;
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sellandtrade.Add($"此物品将在 {NextSellableTime.ToString(General.GeneralDateTimeFormatChinese)} 后可出售");
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}
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else if (!IsSellable)
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{
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sellandtrade.Add("不可出售");
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}
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if (IsTradable)
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{
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sellandtrade.Add("可交易");
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}
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if (!IsTradable && NextTradableTime != DateTime.MinValue)
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{
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useRN = true;
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sellandtrade.Add($"此物品将在 {NextTradableTime.ToString(General.GeneralDateTimeFormatChinese)} 后可交易");
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}
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else if (!IsTradable)
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{
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sellandtrade.Add("不可交易");
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}
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}
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if (sellandtrade.Count > 0) builder.AppendLine(string.Join(useRN ? "\r\n" : " ", sellandtrade).Trim());
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}
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}
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if (isShowGeneralDescription && GeneralDescription != "")
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if (isShowGeneralDescription && GeneralDescription != "")
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@ -117,6 +117,11 @@ namespace Milimoe.FunGame.Core.Model
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/// </summary>
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/// </summary>
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public Dictionary<string, object> CustomData { get; } = [];
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public Dictionary<string, object> CustomData { get; } = [];
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/// <summary>
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/// 金币奖励记录
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/// </summary>
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public Dictionary<Character, int> EarnedMoney => _earnedMoney;
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#endregion
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#endregion
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#region 保护变量
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#region 保护变量
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