Massively refactored everything related to entity inventory management We are no longer recalculating mass by iterating over the entire inventory any time anything changes, for example Gear is explicitly associated with hardpoints in the entity code This did introduce some bugs, will clean those up tomorrow
10 lines
192 B
C#
10 lines
192 B
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using TMPro;
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using UnityEngine;
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public class PropertyLabel : PropertyButton
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{
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public TextMeshProUGUI Value;
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}
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