Inspection overlays designed by agy; appearance dimensions tied to value, wear and death
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
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@@ -58,6 +58,34 @@ namespace Decentralized
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});
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}
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/// <summary>检视大图的叠加层。五个维度各自对应一种或几种细节,组合时再加几处同源的小细节(磕碰、开过壳的螺丝、重新粘过的封条)。</summary>
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public static List<string> BigOverlays(GameItem item)
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{
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var o = new List<string>();
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var u = Items.ToUnit(item);
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if (u.Dead) return o;
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var l = u.Look;
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string P = "gpu_big_ov_";
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if (!Items.IsBack(item))
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{
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if (l.Fan == 1) o.Add(P + (l.Fingers > 0 ? "fan_dust2" : "fan_dust1"));
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if (l.Fan == 2) { o.Add(P + "fan_chip"); if (l.Fingers == 2) o.Add(P + "fan_oil"); }
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if (l.Fingers == 1) o.Add(P + "fin_dim");
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if (l.Fingers == 2) o.Add(P + "fin_oxide");
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if (l.Bracket == 1) { o.Add(P + "brk_scratch"); if (l.Fan > 0) o.Add(P + "shroud_chip"); }
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if (l.Bracket == 2) o.Add(P + "brk_port");
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}
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else
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{
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string model = (l.Print == 1 && u.FakeOf != null ? u.FakeOf : u.Model).ToLowerInvariant();
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o.Add(P + "print_" + (l.Print == 2 ? "skew_" : l.Print == 1 ? "stamp_" : "normal_") + model);
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if (l.Print == 2) o.Add(P + "screw_opened"); // 重印过,说明拆开过
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if (l.Sticker == 1) o.Add(P + "sticker_hand");
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if (l.Sticker == 2) o.Add(P + (l.Print != 0 ? "seal_reglued" : "seal_missing"));
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}
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return o;
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}
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private void Build(InspectionUIManager m)
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{
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root = new GameObject("_PdGpuInspection", typeof(RectTransform)).GetComponent<RectTransform>();
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@@ -92,12 +120,11 @@ namespace Decentralized
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{
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foreach (Transform c in cardRoot) Destroy(c.gameObject);
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var keys = new List<string>();
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string baseKey = Items.LookKeys(item, keys);
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keys.Insert(0, baseKey);
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foreach (var small in keys)
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string baseKey = Items.LookKeys(item, keys); // 小图键名只用来取底图(品牌与正反面)
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var layers = new List<string> { "gpu_big_" + baseKey.Substring("gpu_".Length) };
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layers.AddRange(BigOverlays(item));
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foreach (var k in layers)
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{
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// 检视用大图:键名对应小图(gpu_probidia_f → gpu_big_probidia_f,gpu_ov_fan1 → gpu_big_ov_fan1)
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string k = small.StartsWith("gpu_ov_") ? "gpu_big_ov_" + small.Substring("gpu_ov_".Length) : "gpu_big_" + small.Substring("gpu_".Length);
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var sprite = Items.ModSprite(k);
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if (sprite == null) continue;
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var go = new GameObject(k, typeof(RectTransform), typeof(Image));
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