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namespace GeometryTD.UI
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{
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public class ItemDescFormUseCase : IUIUseCase
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{
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public ItemDescFormUseCase()
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{
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}
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}
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}
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@@ -0,0 +1,236 @@
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using System;
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using System.Collections.Generic;
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using GeometryTD.Definition;
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using UnityEngine;
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namespace GeometryTD.UI
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{
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public class RewardSelectFormUseCase : IUIUseCase
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{
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private readonly List<RewardSelectItemRawData> _rewardPool = new List<RewardSelectItemRawData>();
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private RewardSelectFormRawData _currentModel;
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private Action<RewardSelectItemRawData> _onRewardSelected;
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private Action _onGiveUp;
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private int _displayCount = 3;
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private int _refreshCost;
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private bool _allowRotateOnce = true;
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private bool _allowGiveUp = true;
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private bool _hasRotated;
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private int _selectionOffset;
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private string _tipText = "Select one reward";
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// RewardSelectForm keeps a fixed reward pool for the current node.
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// The "refresh" action only rotates which slice of that pool is shown so save/load
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// can reopen the same node with the exact same reward contents.
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public void ConfigureRewardPool(
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IReadOnlyList<RewardSelectItemRawData> rewardPool,
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int displayCount = 3,
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int refreshCost = 0,
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bool allowRotateOnce = true,
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bool allowGiveUp = true,
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string tipText = null)
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{
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_rewardPool.Clear();
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if (rewardPool != null)
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{
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foreach (var item in rewardPool)
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{
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if (item == null)
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{
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continue;
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}
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_rewardPool.Add(item);
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}
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}
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_displayCount = Mathf.Max(1, displayCount);
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_refreshCost = Mathf.Max(0, refreshCost);
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_allowRotateOnce = allowRotateOnce;
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_allowGiveUp = allowGiveUp;
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_tipText = string.IsNullOrWhiteSpace(tipText) ? "Select one reward" : tipText;
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_hasRotated = false;
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_selectionOffset = 0;
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_currentModel = null;
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}
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public void ConfigureRewardCandidates(
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IReadOnlyList<TowerCompItemData> rewardCandidates,
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int displayCount = 3,
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int refreshCost = 0,
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bool allowRotateOnce = true,
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bool allowGiveUp = true,
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string tipText = null)
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{
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_rewardPool.Clear();
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if (rewardCandidates != null)
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{
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foreach (var item in rewardCandidates)
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{
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if (item == null)
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{
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continue;
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}
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_rewardPool.Add(RewardSelectItemRawDataBuilder.Build(item));
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}
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}
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_displayCount = Mathf.Max(1, displayCount);
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_refreshCost = Mathf.Max(0, refreshCost);
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_allowRotateOnce = allowRotateOnce;
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_allowGiveUp = allowGiveUp;
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_tipText = string.IsNullOrWhiteSpace(tipText) ? "Select one reward" : tipText;
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_hasRotated = false;
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_selectionOffset = 0;
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_currentModel = null;
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}
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public void SetCallbacks(Action<RewardSelectItemRawData> onRewardSelected, Action onGiveUp = null)
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{
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_onRewardSelected = onRewardSelected;
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_onGiveUp = onGiveUp;
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}
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public RewardSelectFormRawData CreateInitialModel()
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{
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_hasRotated = false;
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_currentModel = BuildModel();
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return _currentModel;
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}
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public RewardSelectFormRawData TryRotateSelection()
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{
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if (_currentModel == null)
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{
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return null;
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}
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if (!CanRotateSelectionInternal())
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{
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return _currentModel;
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}
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if (!TryConsumeRotateCost())
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{
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_currentModel.CanRefresh = false;
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return _currentModel;
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}
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_hasRotated = true;
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if (_rewardPool.Count > 0)
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{
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_selectionOffset = (_selectionOffset + _displayCount) % _rewardPool.Count;
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}
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_currentModel = BuildModel();
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return _currentModel;
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}
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public RewardSelectFormRawData SelectReward(int selectedIndex)
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{
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if (_currentModel?.RewardItems == null || _currentModel.RewardItems.Length <= 0)
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{
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return null;
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}
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if (selectedIndex < 0 || selectedIndex >= _currentModel.RewardItems.Length)
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{
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return _currentModel;
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}
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RewardSelectItemRawData selectedReward = _currentModel.RewardItems[selectedIndex];
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_onRewardSelected?.Invoke(selectedReward);
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_currentModel = null;
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return null;
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}
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public bool TryGiveUp()
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{
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if (!_allowGiveUp)
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{
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return false;
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}
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_onGiveUp?.Invoke();
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_currentModel = null;
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return true;
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}
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private RewardSelectFormRawData BuildModel()
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{
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RewardSelectItemRawData[] selectedRewards = SelectRewards();
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return new RewardSelectFormRawData
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{
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TipText = _tipText,
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RewardItems = selectedRewards,
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RefreshCost = _refreshCost,
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CanRefresh = selectedRewards.Length > 0 && CanRotateSelectionInternal(),
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CanGiveUp = _allowGiveUp
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};
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}
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private RewardSelectItemRawData[] SelectRewards()
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{
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if (_rewardPool.Count <= 0)
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{
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return Array.Empty<RewardSelectItemRawData>();
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}
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int finalCount = Mathf.Clamp(_displayCount, 1, _rewardPool.Count);
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RewardSelectItemRawData[] results = new RewardSelectItemRawData[finalCount];
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for (int i = 0; i < finalCount; i++)
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{
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int sourceIndex = (_selectionOffset + i) % _rewardPool.Count;
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RewardSelectItemRawData source = _rewardPool[sourceIndex];
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results[i] = source;
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}
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return results;
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}
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private bool CanRotateSelectionInternal()
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{
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if (!_allowRotateOnce || _hasRotated)
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{
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return false;
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}
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return CanPayRotateCost();
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}
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private bool CanPayRotateCost()
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{
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if (_refreshCost <= 0)
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{
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return true;
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}
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if (GameEntry.PlayerInventory == null)
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{
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return true;
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}
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return GameEntry.PlayerInventory.Gold >= _refreshCost;
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}
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private bool TryConsumeRotateCost()
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{
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if (_refreshCost <= 0)
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{
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return true;
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}
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if (GameEntry.PlayerInventory == null)
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{
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return true;
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}
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return GameEntry.PlayerInventory.TryConsumeGold(_refreshCost);
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}
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}
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}
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