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No commits in common. "e1c82c8a9145675eddee4cdcfb5f5c4d203765c0" and "f7e49c2c46f6e59c0baad43ae302e703a72cb8ae" have entirely different histories.
e1c82c8a91
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f7e49c2c46
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[gd_scene load_steps=2 format=3 uid="uid://sbcypicpotp5"]
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[ext_resource type="Script" path="res://scripts/PlayerInfo.cs" id="1_qyvq4"]
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[node name="Player" type="Node"]
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[node name="PlayerInfo" type="Node" parent="."]
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script = ExtResource("1_qyvq4")
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using Godot;
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using System;
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public partial class PlayerInfo : Node
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{
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public class BudgetType {
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// 设备费:用于购买设备,升级实验室是指在项目实施过程中购置或试制专用仪
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// 器设备,对现有仪器设备进行升级改造,以及租赁外单位仪器设备而发生的费
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// 用。计算类仪器设备和软件工具可在设备费科目列支。应当严格控制设备购
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// 置,鼓励开放共享、自主研制、租赁专用仪器设备以及对现有仪器设备进行升
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// 级改造,避免重复购置。
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public int Facility { get; set; }
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// 业务费:是指项目实施过程中消耗的各种材料、辅助材料等低值易耗品的采
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// 购、运输、装卸、整理等费用,发生的测试化验加工、燃料动力、出版/文献/
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// 信息传播/知识产权事务、会议/差旅/国际合作交流等费用,以及其他相关支
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// 出。
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public int Operational { get; set; }
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//劳务费:是指在项目实施过程中支付给参与项目研究的研究生、博士后、访问学
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//者以及项目聘用的研究人员、科研辅助人员等的劳务性费用,以及支付给临时聘
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//请的咨询专家的费用等。
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public int Labor { get; set; }
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public int Total => Facility + Operational + Labor;
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}
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private static uint age;
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private static DateOnly date;
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public static BudgetType Budget { get; set; }
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public static uint Age { get; set; }
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public static DateOnly Date { get; set; }
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// Called when the node enters the scene tree for the first time.
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public override void _Ready()
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{
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}
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// Called every frame. 'delta' is the elapsed time since the previous frame.
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public override void _Process(double delta)
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{
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}
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}
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@ -1,4 +1,4 @@
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<Project Sdk="Godot.NET.Sdk/4.3.0-limboai-v1.2.2.gha">
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<Project Sdk="Godot.NET.Sdk/4.3.0">
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<PropertyGroup>
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<PropertyGroup>
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<TargetFramework>net6.0</TargetFramework>
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<TargetFramework>net6.0</TargetFramework>
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<TargetFramework Condition=" '$(GodotTargetPlatform)' == 'android' ">net7.0</TargetFramework>
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<TargetFramework Condition=" '$(GodotTargetPlatform)' == 'android' ">net7.0</TargetFramework>
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<Project Sdk="Godot.NET.Sdk/4.3.0">
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<PropertyGroup>
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<TargetFramework>net6.0</TargetFramework>
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<TargetFramework Condition=" '$(GodotTargetPlatform)' == 'android' ">net7.0</TargetFramework>
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<TargetFramework Condition=" '$(GodotTargetPlatform)' == 'ios' ">net8.0</TargetFramework>
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<EnableDynamicLoading>true</EnableDynamicLoading>
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</PropertyGroup>
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</Project>
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