get that crap outta here (completely rewrites inventorysystem) (#5807)
* some work * equip: done unequip: todo * unequipping done & refactored events * workin * movin * reee namespaces * stun * mobstate * fixes * some work on events * removes serverside itemcomp & misc fixes * work * smol merge fix * ports template to prototype & finishes ui * moves relay & adds containerenumerator * actions & cuffs * my god what is actioncode * more fixes * im loosing my grasp on reality * more fixes * more work * explosions * yes * more work * more fixes * merge master & misc fixed because i forgot to commit before merging master * more fixes * fixes * moar * more work * moar fixes * suffixmap * more work on client * motivation low * no. no containers * mirroring client to server * fixes * move serverinvcomp * serverinventorycomponent is dead * gaming * only strippable & ai left... * only ai and richtext left * fixes ai * fixes * fixes sprite layers * more fixes * resolves optional * yes * stable™️ * fixes * moar fixes * moar * fix some tests * lmao * no comment * good to merge™️ * fixes build but for real * adresses some reviews * adresses some more reviews * nullables, yo * fixes lobbyscreen * timid refactor to differentiate actor & target * adresses more reviews * more * my god what a mess * removed the rest of duplicates * removed duplicate slotflags and renamed shoes to feet * removes another unused one * yes * fixes lobby & makes tryunequip return unequipped item * fixes * some funny renames * fixes * misc improvements to attemptevents * fixes * merge fixes Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
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@@ -7,14 +7,13 @@ using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.ViewVariables;
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using static Content.Shared.Inventory.EquipmentSlotDefines;
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namespace Content.Client.Inventory
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{
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[UsedImplicitly]
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public class StrippableBoundUserInterface : BoundUserInterface
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{
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public Dictionary<Slots, string>? Inventory { get; private set; }
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public Dictionary<(string ID, string Name), string>? Inventory { get; private set; }
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public Dictionary<string, string>? Hands { get; private set; }
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public Dictionary<EntityUid, string>? Handcuffs { get; private set; }
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@@ -55,9 +54,9 @@ namespace Content.Client.Inventory
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{
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foreach (var (slot, name) in Inventory)
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{
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_strippingMenu.AddButton(SlotNames[slot], name, (ev) =>
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_strippingMenu.AddButton(slot.Name, name, (ev) =>
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{
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SendMessage(new StrippingInventoryButtonPressed(slot));
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SendMessage(new StrippingInventoryButtonPressed(slot.ID));
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});
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}
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}
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