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https://github.com/project-redbud/FunGame-Core.git
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将锁定加入序列化器
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160c691780
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@ -237,7 +237,7 @@ namespace Milimoe.FunGame.Core.Entity
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/// <param name="reference"></param>
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/// <param name="reference"></param>
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/// <param name="newItemGuid"></param>
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/// <param name="newItemGuid"></param>
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/// <param name="copyLevel"></param>
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/// <param name="copyLevel"></param>
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/// <param name="inventory"></param>
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/// <param name="inventory">高危数据警告:传入此项会修改库存中物品的角色引用</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="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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@ -435,7 +435,7 @@ namespace Milimoe.FunGame.Core.Entity
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{
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{
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StringBuilder builder = new();
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StringBuilder builder = new();
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builder.AppendLine($"【{Name}】");
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builder.AppendLine($"【{Name}】{(IsLock ? " [锁定]" : "")}");
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string itemquality = ItemSet.GetQualityTypeName(QualityType);
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string itemquality = ItemSet.GetQualityTypeName(QualityType);
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string itemtype = ItemSet.GetItemTypeName(ItemType) + (ItemType == ItemType.Weapon && WeaponType != WeaponType.None ? "-" + ItemSet.GetWeaponTypeName(WeaponType) : "");
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string itemtype = ItemSet.GetItemTypeName(ItemType) + (ItemType == ItemType.Weapon && WeaponType != WeaponType.None ? "-" + ItemSet.GetWeaponTypeName(WeaponType) : "");
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@ -568,6 +568,11 @@ namespace Milimoe.FunGame.Core.Entity
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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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if (IsLock)
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{
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builder.AppendLine("此物品已锁定");
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}
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if (sellandtrade.Count > 0) builder.AppendLine(string.Join(" ", sellandtrade).Trim());
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if (sellandtrade.Count > 0) builder.AppendLine(string.Join(" ", sellandtrade).Trim());
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if (Description != "") builder.AppendLine($"{Description}");
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if (Description != "") builder.AppendLine($"{Description}");
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if (IsEquipment && Character != null) builder.AppendLine($"装备于:{Character.ToStringWithLevelWithOutUser()}");
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if (IsEquipment && Character != null) builder.AppendLine($"装备于:{Character.ToStringWithLevelWithOutUser()}");
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@ -56,6 +56,9 @@ namespace Milimoe.FunGame.Core.Library.Common.JsonConverter
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case nameof(Item.IsInGameItem):
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case nameof(Item.IsInGameItem):
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result.IsInGameItem = reader.GetBoolean();
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result.IsInGameItem = reader.GetBoolean();
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break;
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break;
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case nameof(Item.IsLock):
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result.IsLock = reader.GetBoolean();
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break;
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case nameof(Item.Equipable):
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case nameof(Item.Equipable):
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result.Equipable = reader.GetBoolean();
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result.Equipable = reader.GetBoolean();
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break;
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break;
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@ -133,6 +136,7 @@ namespace Milimoe.FunGame.Core.Library.Common.JsonConverter
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writer.WriteNumber(nameof(Item.RarityType), (int)value.RarityType);
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writer.WriteNumber(nameof(Item.RarityType), (int)value.RarityType);
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writer.WriteNumber(nameof(Item.RankType), (int)value.RankType);
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writer.WriteNumber(nameof(Item.RankType), (int)value.RankType);
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writer.WriteBoolean(nameof(Item.IsInGameItem), value.IsInGameItem);
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writer.WriteBoolean(nameof(Item.IsInGameItem), value.IsInGameItem);
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writer.WriteBoolean(nameof(Item.IsLock), value.IsLock);
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writer.WriteBoolean(nameof(Item.Equipable), value.Equipable);
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writer.WriteBoolean(nameof(Item.Equipable), value.Equipable);
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writer.WriteBoolean(nameof(Item.Unequipable), value.Unequipable);
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writer.WriteBoolean(nameof(Item.Unequipable), value.Unequipable);
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writer.WriteNumber(nameof(Item.RemainUseTimes), value.RemainUseTimes);
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writer.WriteNumber(nameof(Item.RemainUseTimes), value.RemainUseTimes);
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