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236
Assets/Inventory/Scripts/InventoryDragDrop.cs
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236
Assets/Inventory/Scripts/InventoryDragDrop.cs
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.UI;
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/// <summary>
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/// Обработка Drag & Drop предметов между слотами и выброс за пределы инвентаря
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/// </summary>
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public class InventoryDragDrop : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler, IPointerEnterHandler, IPointerExitHandler
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{
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public Slot slot;
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public int slotIndex;
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[Header("Drag Visual")]
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[SerializeField] private RectTransform dragIcon;
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[SerializeField] private Image dragImage;
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[SerializeField] private float dragIconScale = 1.2f;
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[Header("Drop Settings")]
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[SerializeField] private bool allowDropOutside = true;
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[SerializeField] private float dropThreshold = 100f; // пикселей за пределами инвентаря
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private Canvas _canvas;
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private CanvasGroup _canvasGroup;
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private bool _isDragging;
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private Vector2 _dragStartPosition;
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private RectTransform _inventoryPanelRect;
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void Start()
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{
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_canvas = GetComponentInParent<Canvas>();
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_canvasGroup = GetComponent<CanvasGroup>();
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if (dragIcon == null)
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{
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CreateDragIcon();
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}
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// Находим панель инвентаря
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var inventoryManager = FindObjectOfType<InventoryManager>();
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if (inventoryManager?.inventoryPanel != null)
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{
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_inventoryPanelRect = inventoryManager.inventoryPanel.GetComponent<RectTransform>();
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}
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if (dragIcon != null)
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dragIcon.gameObject.SetActive(false);
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}
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private void CreateDragIcon()
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{
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GameObject canvasGO = new GameObject("DragIconCanvas");
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canvasGO.transform.SetParent(_canvas != null ? _canvas.transform : transform.root);
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var dragCanvas = canvasGO.AddComponent<Canvas>();
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dragCanvas.overrideSorting = true;
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dragCanvas.sortingOrder = 1000;
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dragCanvas.renderMode = RenderMode.ScreenSpaceOverlay;
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canvasGO.AddComponent<GraphicRaycaster>();
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dragIcon = new GameObject("DragIcon").AddComponent<RectTransform>();
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dragIcon.SetParent(canvasGO.transform, false);
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dragIcon.sizeDelta = new Vector2(48, 48);
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dragImage = dragIcon.gameObject.AddComponent<Image>();
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dragImage.raycastTarget = false;
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dragIcon.gameObject.SetActive(false);
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}
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public void OnBeginDrag(PointerEventData eventData)
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{
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if (slot == null || slot.IsEmpty) return;
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_isDragging = true;
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_dragStartPosition = eventData.position;
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if (_canvasGroup != null)
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_canvasGroup.blocksRaycasts = false;
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if (dragIcon != null && slot.item?.icon != null)
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{
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dragIcon.gameObject.SetActive(true);
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dragImage.sprite = slot.item.icon;
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dragIcon.localScale = Vector3.one * dragIconScale;
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dragIcon.position = eventData.position;
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}
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var bg = GetComponent<Image>();
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if (bg != null)
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bg.color = new Color(1f, 1f, 1f, 0.5f);
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}
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public void OnDrag(PointerEventData eventData)
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{
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if (!_isDragging || dragIcon == null) return;
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dragIcon.position = eventData.position;
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}
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public void OnEndDrag(PointerEventData eventData)
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{
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if (!_isDragging) return;
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_isDragging = false;
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if (dragIcon != null)
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{
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dragIcon.gameObject.SetActive(false);
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dragIcon.localScale = Vector3.one;
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}
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if (_canvasGroup != null)
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_canvasGroup.blocksRaycasts = true;
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var bg = GetComponent<Image>();
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if (bg != null)
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bg.color = slot.IsEmpty ? new Color(0.25f, 0.25f, 0.25f, 0.8f) : new Color(0.35f, 0.35f, 0.35f, 0.95f);
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// Проверяем - выбросили за пределы инвентаря?
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if (allowDropOutside && IsOutsideInventory(eventData.position))
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{
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DropItemOutside();
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return;
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}
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// Иначе - пробуем переместить в другой слот
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var raycastResults = new System.Collections.Generic.List<RaycastResult>();
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EventSystem.current.RaycastAll(eventData, raycastResults);
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Slot targetSlot = null;
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foreach (var result in raycastResults)
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{
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var slotComponent = result.gameObject.GetComponent<Slot>();
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if (slotComponent != null && slotComponent != slot)
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{
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targetSlot = slotComponent;
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break;
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}
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}
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if (targetSlot != null && InventoryManager.Instance != null)
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{
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InventoryManager.Instance.SwapSlots(slotIndex, targetSlot.slotIndex);
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}
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}
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private bool IsOutsideInventory(Vector2 screenPosition)
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{
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if (_inventoryPanelRect == null) return false;
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// Получаем границы панели инвентаря в экранных координатах
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Vector3[] corners = new Vector3[4];
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_inventoryPanelRect.GetWorldCorners(corners);
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// rect панели в экранных координатах
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float minX = corners[0].x;
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float maxX = corners[2].x;
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float minY = corners[0].y;
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float maxY = corners[2].y;
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// Добавляем отступ
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float threshold = dropThreshold;
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// Проверяем находится ли курсор за пределами панели + threshold
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bool outside = screenPosition.x < minX - threshold ||
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screenPosition.x > maxX + threshold ||
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screenPosition.y < minY - threshold ||
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screenPosition.y > maxY + threshold;
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return outside;
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}
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private void DropItemOutside()
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{
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if (slot == null || slot.IsEmpty) return;
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var item = slot.item;
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int amount = slot.amount;
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// Определяем позицию выброса
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Vector3 dropPos = Vector3.zero;
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if (Camera.main != null)
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{
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// Выбрасываем перед игроком
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dropPos = Camera.main.transform.position + Camera.main.transform.forward * 2f;
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}
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// Создаём предмет в мире
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if (InventoryItemFactory.Instance != null)
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{
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InventoryItemFactory.Instance.DropItem(item, amount, dropPos);
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}
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else
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{
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// Fallback - просто создаём объект
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var go = new GameObject($"Dropped_{item.itemName}");
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go.transform.position = dropPos;
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var visual = GameObject.CreatePrimitive(PrimitiveType.Cube);
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visual.transform.SetParent(go.transform);
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visual.transform.localPosition = Vector3.zero;
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visual.transform.localScale = Vector3.one * 0.3f;
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DestroyImmediate(visual.GetComponent<Collider>());
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var worldItem = go.AddComponent<WorldItem>();
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worldItem.Setup(item, amount);
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}
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// Очищаем слот
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slot.Clear();
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Debug.Log($"[DragDrop] Выброшен: {item.itemName} x{amount}");
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}
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public void OnPointerEnter(PointerEventData eventData)
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{
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if (!_isDragging && slot != null && !slot.IsEmpty)
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{
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var bg = GetComponent<Image>();
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if (bg != null)
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bg.color = new Color(0.5f, 0.5f, 0.5f, 1f);
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}
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}
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public void OnPointerExit(PointerEventData eventData)
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{
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if (!_isDragging && slot != null)
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{
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var bg = GetComponent<Image>();
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if (bg != null)
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bg.color = slot.IsEmpty ?
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new Color(0.25f, 0.25f, 0.25f, 0.8f) :
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new Color(0.35f, 0.35f, 0.35f, 0.95f);
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}
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}
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}
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