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https://github.com/Alex-Rachel/TEngine.git
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修复循环列表主动GetItemByIndex和GetItemList的问题
修复循环列表主动GetItemByIndex和GetItemList的问题
This commit is contained in:
@@ -277,7 +277,7 @@ namespace GameLogic
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item.SetSelected(false);
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}
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item = GetItem(m_selectIndex) as IListSelectItem;
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item = GetItem(selectIndex) as IListSelectItem;
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if (item != null)
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{
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item.SetSelected(true);
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@@ -1,5 +1,6 @@
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using System;
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using System.Collections.Generic;
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using TEngine;
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using UnityEngine;
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namespace GameLogic
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@@ -17,7 +18,7 @@ namespace GameLogic
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/// <summary>
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/// Item字典
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/// </summary>
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private Dictionary<int, TItem> m_itemCache = new Dictionary<int, TItem>();
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private GameFrameworkDictionary<int, TItem> m_itemCache = new GameFrameworkDictionary<int, TItem>();
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/// <summary>
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/// 计算偏差后的ItemList
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@@ -163,9 +164,19 @@ namespace GameLogic
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m_items.Clear();
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for (int i = 0; i < m_itemCache.Count; i++)
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{
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m_items.Add(m_itemCache[i]);
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m_items.Add(m_itemCache.GetValueByIndex(i));
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}
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return m_items;
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}
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/// <summary>
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/// 获取Item。
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/// </summary>
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/// <param name="index">索引。</param>
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/// <returns>TItem。</returns>
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public TItem GetItemByIndex(int index)
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{
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return m_itemCache.GetValueByIndex(index);
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}
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}
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}
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@@ -8,7 +8,7 @@ namespace GameLogic
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{
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public LoopListView LoopRectView { private set; get; }
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private Dictionary<int, T> m_itemCache = new Dictionary<int, T>();
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private GameFrameworkDictionary<int, T> m_itemCache = new GameFrameworkDictionary<int, T>();
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public override void BindMemberProperty()
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{
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@@ -71,9 +71,8 @@ namespace GameLogic
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List<T> list = new List<T>();
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for (int i = 0; i < m_itemCache.Count; i++)
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{
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list.Add(m_itemCache[i]);
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list.Add(m_itemCache.GetValueByIndex(i));
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}
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return list;
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}
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@@ -85,11 +84,11 @@ namespace GameLogic
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/// <summary>
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/// 获取Item。
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/// </summary>
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/// <param name="index"></param>
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/// <returns></returns>
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/// <param name="index">索引。</param>
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/// <returns>TItem。</returns>
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public T GetItemByIndex(int index)
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{
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return m_itemCache[index];
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return m_itemCache.GetValueByIndex(index);
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}
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}
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}
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@@ -1,5 +1,6 @@
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using System;
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using System.Collections.Generic;
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using TEngine;
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using UnityEngine;
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namespace GameLogic
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@@ -16,8 +17,9 @@ namespace GameLogic
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/// <summary>
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/// Item字典
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/// <remarks>Key => GameObjectHashCode | Value => TItem.</remarks>
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/// </summary>
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private Dictionary<int, TItem> m_itemCache = new Dictionary<int, TItem>();
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private GameFrameworkDictionary<int, TItem> m_itemCache = new GameFrameworkDictionary<int, TItem>();
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/// <summary>
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/// 计算偏差后的ItemList
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@@ -159,7 +161,10 @@ namespace GameLogic
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public List<TItem> GetItemList()
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{
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m_items.Clear();
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m_items.AddRange(m_itemCache.Values);
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for (int i = 0; i < m_itemCache.Count; i++)
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{
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m_items.Add(m_itemCache.GetValueByIndex(i));
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}
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return m_items;
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}
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@@ -171,5 +176,15 @@ namespace GameLogic
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{
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return LoopRectView.GetItemStartIndex();
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}
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/// <summary>
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/// 获取Item。
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/// </summary>
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/// <param name="index">索引。</param>
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/// <returns>TItem。</returns>
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public TItem GetItemByIndex(int index)
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{
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return m_itemCache.GetValueByIndex(index);
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}
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}
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}
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@@ -0,0 +1,120 @@
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using System.Collections.Generic;
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namespace TEngine
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{
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/// <summary>
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/// 游戏框架字典类。
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/// </summary>
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/// <typeparam name="TKey">指定字典Key的元素类型。</typeparam>
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/// <typeparam name="TValue">指定字典Value的元素类型。</typeparam>
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public class GameFrameworkDictionary<TKey, TValue>
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{
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protected readonly List<TKey> KeyList = new List<TKey>();
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protected readonly Dictionary<TKey, TValue> Dictionary = new Dictionary<TKey, TValue>();
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/// <summary>
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/// 存储键的列表。
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/// </summary>
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public List<TKey> Keys => KeyList;
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/// <summary>
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/// 存储字典实例。
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/// </summary>
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public int Count => KeyList.Count;
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/// <summary>
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/// 通过KEY的数组下标获取元素。
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/// </summary>
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/// <param name="index">下标。</param>
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/// <returns>TValue。</returns>
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public TValue GetValueByIndex(int index)
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{
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return Dictionary[KeyList[index]];
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}
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/// <summary>
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/// 通过KEY的数组下标设置元素。
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/// </summary>
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/// <param name="index">下标。</param>
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/// <param name="item">TValue。</param>
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public void SetValue(int index, TValue item)
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{
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Dictionary[KeyList[index]] = item;
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}
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/// <summary>
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/// 字典索引器。
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/// </summary>
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/// <param name="key">TKey。</param>
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public TValue this[TKey key]
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{
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get => Dictionary[key];
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set
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{
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if (!ContainsKey(key))
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{
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Add(key, value);
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}
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else
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{
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Dictionary[key] = value;
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}
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}
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}
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/// <summary>Removes all keys and values from the <see cref="T:TEngine.GameFrameworkDictionary`2" />.</summary>
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public void Clear()
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{
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KeyList.Clear();
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Dictionary.Clear();
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}
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/// <summary>Adds the specified key and value to the dictionary.</summary>
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/// <param name="key">The key of the element to add.</param>
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/// <param name="item">The value of the element to add. The value can be <see langword="null" /> for reference types.</param>
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public virtual void Add(TKey key, TValue item)
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{
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KeyList.Add(key);
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Dictionary.Add(key, item);
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}
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/// <summary>Gets the value associated with the specified key.</summary>
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/// <param name="key">The key of the value to get.</param>
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/// <param name="value">When this method returns, contains the value associated with the specified key, if the key is found; otherwise, the default value for the type of the <paramref name="value" /> parameter. This parameter is passed uninitialized.</param>
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public bool TryGetValue(TKey key, out TValue value)
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{
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return Dictionary.TryGetValue(key, out value);
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}
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/// <summary>Determines whether the <see cref="T:System.Collections.Generic.Dictionary`2" /> contains the specified key.</summary>
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/// <param name="key">The key to locate in the </param>
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public bool ContainsKey(TKey key)
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{
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return Dictionary.ContainsKey(key);
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}
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public TKey GetKey(int index)
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{
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return KeyList[index];
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}
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public bool Remove(TKey key)
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{
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return KeyList.Remove(key) && Dictionary.Remove(key);
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}
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}
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/// <summary>
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/// 游戏框架顺序字典类。
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/// </summary>
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/// <typeparam name="TKey">指定字典Key的元素类型。</typeparam>
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/// <typeparam name="TValue">指定字典Value的元素类型。</typeparam>
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public class GameFrameworkSortedDictionary<TKey, TValue> : GameFrameworkDictionary<TKey, TValue>
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{
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public override void Add(TKey key, TValue item)
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{
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base.Add(key, item);
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KeyList.Sort();
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 3df785fede30420dbfa6acb2ff48c166
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timeCreated: 1698296076
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