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using UnityEngine;
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namespace Invector.vItemManager
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{
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[System.Serializable]
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public class OnChangeEquipmentEvent : UnityEngine.Events.UnityEvent<vEquipArea, vItem> { }
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[System.Serializable]
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public class OnSelectEquipArea : UnityEngine.Events.UnityEvent<vEquipArea> { }
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[System.Serializable]
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public class OnInstantiateItemObjectEvent : UnityEngine.Events.UnityEvent<GameObject> { }
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[System.Serializable]
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public class OnHandleItemEvent : UnityEngine.Events.UnityEvent<vItem> { }
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[System.Serializable]
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public class OnHandleItemIDEvent : UnityEngine.Events.UnityEvent<int> { }
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[System.Serializable]
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public class OnChangeItemAmount : UnityEngine.Events.UnityEvent<vItem, int> { }
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[System.Serializable]
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public class OnCollectItems : UnityEngine.Events.UnityEvent<GameObject> { }
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[System.Serializable]
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public class OnApplyAttribute : UnityEngine.Events.UnityEvent<int> { }
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[System.Serializable]
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public class OnOpenCloseInventory : UnityEngine.Events.UnityEvent<bool> { }
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[System.Serializable]
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public class OnCollectItemEvent : UnityEngine.Events.UnityEvent<vItemManager.CollectedItemInfo> { }
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[System.Serializable]
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public class OnCollectItemRefEvent : UnityEngine.Events.UnityEvent<ItemReference> { }
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}
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