Inspection: hide the tray's own magnifier icon for cards; fill the gaps between back gold fingers
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
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@@ -290,15 +290,17 @@ def gpu_back(accent, accent_dark, burnt=False):
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screw(c, sx, sy)
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sticker(c, 5)
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seal(c)
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# 背面金手指(暗一档)
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# 背面金手指(暗一档):触点之间是 PCB 的深绿,只有键位缺口是空的
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for y in range(y1 + 12, FING_Y1 + 1):
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for x in range(x0, x1 + 1):
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if NOTCH_X - 2 <= x <= NOTCH_X + 3 and y > y1 + 13:
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continue
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c.put(x, y, 'g2')
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for x in range(x0 + 2, x1 - 2):
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if NOTCH_X - 2 <= x <= NOTCH_X + 3 or (x - x0) % 4 == 3:
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continue
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for y in range(y1 + 14, FING_Y1 + 1):
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c.put(x, y, 'Y' if (x - x0) % 4 else 'p')
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for y in range(y1 + 12, y1 + 14):
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for x in range(x0, x1 + 1):
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c.put(x, y, 'g2')
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if burnt:
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for dx, dy in ((60, 30), (130, 40), (50, 80), (100, 70), (150, 90)):
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c.rect(dx, dy, dx + 6, dy + 4, 'c')
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@@ -23,6 +23,7 @@ namespace Decentralized
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private TextMeshProUGUI flipText;
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private GameItem shown;
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private string shownSig;
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private bool hidGlass;
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private Transform buttonTemplate;
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private TMP_FontAsset font;
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private readonly TextMeshProUGUI[] rowName = new TextMeshProUGUI[6], rowText = new TextMeshProUGUI[6];
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@@ -51,12 +52,15 @@ namespace Decentralized
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{
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if (root != null && root.gameObject.activeSelf) root.gameObject.SetActive(false);
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shown = null;
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if (hidGlass && m != null && m.magnifyingGlass != null) { m.magnifyingGlass.SetActive(true); hidGlass = false; }
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return;
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}
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Log.Guard("显卡检视大图", () =>
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{
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if (root == null) Build(m);
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if (!root.gameObject.activeSelf) root.gameObject.SetActive(true);
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// 检视台自带的放大镜图标会压在大图下面,显卡用不着
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if (m.magnifyingGlass != null && m.magnifyingGlass.activeSelf) { m.magnifyingGlass.SetActive(false); hidGlass = true; }
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var keys = new List<string>();
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string sig = Items.LookKeys(item, keys) + "|" + string.Join(",", keys) + "|" + item.unitValue + "|" + Items.Exposed(item) + "|" + (Items.GetClaim(item)?.Encode() ?? "") + "|" + GeneralHelper.IsItemOwned(item) + "|" + HasLabeler();
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if (item != shown || sig != shownSig)
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