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FISHING_MINWAIT = 2, FISHING_MAXWAIT = 20, ÐÞ¸ÄΪ£º

FISHING_MINWAIT = 1, FISHING_MAXWAIT = 5,

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--inst.components.childspawner:ReleaseAllChildren(picker)

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1.¿ÕÊÖ×¥Ã۷䡢ɱÈ˷䣺ÓüÇʱ¾´ò¿ªÓÎϷĿ¼\\data\\scripts\\prefabs\\bee.luaÎļþ£¬½«inst.components.inventoryitem.canbepickedup inst.components.inventoryitem.canbepickedup = true

2.¿ÕÊÖ×¥ºûµû£ºÓüÇʱ¾´ò¿ªÓÎϷĿ¼\\data\\scripts\\prefabs\\butterfly.luaÎļþ£¬½«

=

false

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inst.components.inventoryitem.canbepickedup inst.components.inventoryitem.canbepickedup = true

= falseÌæ»»Îª

3.¿ÕÊÖ×¥Ó©»ð³æ£ºÓüÇʱ¾´ò¿ªÓÎϷĿ¼\\data\\scripts\\prefabs\\fireflies.luaÎļþ£¬½«inst.components.inventoryitem.canbepickedup inst.components.inventoryitem.canbepickedup = true

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1.ÓüÇʱ¾´ò¿ªÓÎϷĿ¼\\data\\scripts\\prefabs\\birdtrap.luaÎļþ£¬ÔÚ--this should be redone as a periodic test, probably, so that we can control the expected return explicitlyµÄÏÂÒ»ÐвåÈëÒÔÏÂÄÚÈÝ£º

local function SpawnEffect(inst) local pt = inst:GetPosition()

local fx = SpawnPrefab("small_puff") fx.Transform:SetPosition(pt.x, pt.y, pt.z) fx.Transform:SetScale(0.5,0.5,0.5) end

local function getitem(player, amulet, item) SpawnEffect(item)

if item.components.stackable then item = item.components.stackable:Get() end

player.components.invento

ry:GiveItem(item) end

local function pickup(inst, owner) local pt = owner:GetPosition()

local ents = TheSim:FindEntities(pt.x, pt.y, pt.z, TUNING.ORANGEAMULET_RANGE*5)

for k,v in pairs(ents) do if

v.components.inventoryitem

and

v.components.inventoryitem.canbepickedup

and

v.components.inventoryitem.cangoincontainer and v:HasTag("bird") and not v.components.inventoryitem:IsHeld() then

=

false

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if not owner.components.inventory:IsFull() then getitem(owner, inst, v) return

elseif v.components.stackable then

local stack = owner.components.inventory:FindItem(function(item) return (item.prefab == v.prefab and not item.components.stackable:IsFull()

and item ~= owner.components.inventory.activeitem) end) if stack then

getitem(owner, inst, v) return end end end end end

local function onequip(inst, owner)

owner.AnimState:OverrideSymbol("swap_body", "swap_birdtrap")

inst.task = inst:DoPeriodicTask(TUNING.ORANGEAMULET_ICD*.1, function() pickup(inst, owner) end) end

local function onunequip(inst, owner)

owner.AnimState:ClearOverrideSymbol("swap_body") if inst.task then inst.task:Cancel() inst.task = nil end end

2.ÔÚinst:AddComponent("inventoryitem")µÄÏÂÒ»ÐвåÈëÒÔÏÂÄÚÈÝ£º

inst:AddComponent("equippable") inst.components.equippable:SetOnEquip( onequip ) inst.components.equippable:SetOnUnequip( onunequip ) inst.components.equippable.equipslot = EQUIPSLOTS.BODY

3.ÓüÇʱ¾´ò¿ªÓÎϷĿ¼\\data\\scripts\\prefabs\\birds.luainst.components.inventoryitem.canbepickedup inst.components.inventoryitem.canbepickedup = true

4.ÔÚinst:AddComponent("occupier")µÄÏÂÒ»ÐвåÈëÒÔÏÂÄÚÈÝ£º

=

false

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"swap_birdtrap",

inst:AddComponent("stackable")

inst.components.stackable.maxsize = TUNING.STACK_SIZE_SMALLITEM

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if GetClock():IsDay() then if sleeper.components.talker then

sleeper.components.talker:Say(GetString(inst.prefab, "ANNOUNCE_NODAYSLEEP")) return end end

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if GetClock():IsDay() then

if sleeper.components.talker then

sleeper.components.talker:Say(GetString(inst.prefab, "ANNOUNCE_NODAYSLEEP")) sleeper.components.health:SetInvincible(false) sleeper.components.playercontroller:Enable(true) return end end 3.½«

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sleeper.components.hunger:DoDelta(-TUNING.CALORIES_HUGE,

false,

true)Ìæ»»Îª

--sleeper.components.hunger:DoDelta(-TUNING.CALORIES_HUGE, false, true)

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