Convert ChemDispenser Window to XAML UI (#5040)
* Appease the Github diff * Complete the rest of the UI * Change access to public
This commit is contained in:
213
Content.Client/Chemistry/UI/ReagentDispenserWindow.xaml.cs
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213
Content.Client/Chemistry/UI/ReagentDispenserWindow.xaml.cs
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using System.Collections.Generic;
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using Content.Client.Stylesheets;
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using Content.Client.UserInterface;
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using Content.Shared.Chemistry.Dispenser;
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using Content.Shared.Chemistry.Reagent;
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using Robust.Client.AutoGenerated;
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using Robust.Client.UserInterface.Controls;
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using Robust.Client.UserInterface.CustomControls;
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using Robust.Client.UserInterface.XAML;
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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.Prototypes;
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using static Content.Shared.Chemistry.Dispenser.SharedReagentDispenserComponent;
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using static Robust.Client.UserInterface.Controls.BoxContainer;
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namespace Content.Client.Chemistry.UI
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{
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/// <summary>
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/// Client-side UI used to control a <see cref="SharedReagentDispenserComponent"/>
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/// </summary>
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[GenerateTypedNameReferences]
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public partial class ReagentDispenserWindow : SS14Window
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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/// <summary>
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/// Create and initialize the dispenser UI client-side. Creates the basic layout,
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/// actual data isn't filled in until the server sends data about the dispenser.
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/// </summary>
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public ReagentDispenserWindow()
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{
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RobustXamlLoader.Load(this);
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IoCManager.InjectDependencies(this);
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var dispenseAmountGroup = new ButtonGroup();
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DispenseButton1.Group = dispenseAmountGroup;
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DispenseButton5.Group = dispenseAmountGroup;
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DispenseButton10.Group = dispenseAmountGroup;
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DispenseButton15.Group = dispenseAmountGroup;
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DispenseButton20.Group = dispenseAmountGroup;
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DispenseButton25.Group = dispenseAmountGroup;
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DispenseButton30.Group = dispenseAmountGroup;
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DispenseButton50.Group = dispenseAmountGroup;
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DispenseButton10.Group = dispenseAmountGroup;
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}
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/// <summary>
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/// Update the button grid of reagents which can be dispensed.
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/// <para>The actions for these buttons are set in <see cref="ReagentDispenserBoundUserInterface.UpdateReagentsList"/>.</para>
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/// </summary>
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/// <param name="inventory">Reagents which can be dispensed by this dispenser</param>
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public void UpdateReagentsList(List<ReagentDispenserInventoryEntry> inventory)
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{
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if (ChemicalList == null) return;
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if (inventory == null) return;
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ChemicalList.Children.Clear();
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foreach (var entry in inventory)
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{
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if (_prototypeManager.TryIndex(entry.ID, out ReagentPrototype? proto))
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{
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ChemicalList.AddChild(new Button {Text = proto.Name});
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}
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else
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{
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ChemicalList.AddChild(new Button {Text = Loc.GetString("reagent-dispenser-window-reagent-name-not-found-text") });
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}
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}
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}
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/// <summary>
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/// Update the UI state when new state data is received from the server.
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/// </summary>
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/// <param name="state">State data sent by the server.</param>
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public void UpdateState(BoundUserInterfaceState state)
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{
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var castState = (ReagentDispenserBoundUserInterfaceState) state;
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Title = castState.DispenserName;
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UpdateContainerInfo(castState);
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// Disable all buttons if not powered
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if (Contents.Children != null)
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{
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ButtonHelpers.SetButtonDisabledRecursive(Contents, !castState.HasPower);
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EjectButton.Disabled = false;
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}
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// Disable the Clear & Eject button if no beaker
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if (!castState.HasBeaker)
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{
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ClearButton.Disabled = true;
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EjectButton.Disabled = true;
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}
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switch (castState.SelectedDispenseAmount.Int())
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{
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case 1:
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DispenseButton1.Pressed = true;
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break;
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case 5:
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DispenseButton5.Pressed = true;
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break;
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case 10:
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DispenseButton10.Pressed = true;
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break;
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case 15:
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DispenseButton15.Pressed = true;
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break;
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case 20:
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DispenseButton20.Pressed = true;
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break;
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case 25:
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DispenseButton25.Pressed = true;
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break;
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case 30:
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DispenseButton30.Pressed = true;
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break;
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case 50:
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DispenseButton50.Pressed = true;
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break;
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case 100:
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DispenseButton100.Pressed = true;
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break;
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}
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}
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/// <summary>
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/// Update the fill state and list of reagents held by the current reagent container, if applicable.
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/// <para>Also highlights a reagent if it's dispense button is being mouse hovered.</para>
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/// </summary>
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/// <param name="state">State data for the dispenser.</param>
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/// <param name="highlightedReagentId">Prototype id of the reagent whose dispense button is currently being mouse hovered.</param>
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public void UpdateContainerInfo(ReagentDispenserBoundUserInterfaceState state, string highlightedReagentId = "")
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{
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ContainerInfo.Children.Clear();
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if (!state.HasBeaker)
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{
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ContainerInfo.Children.Add(new Label {Text = Loc.GetString("reagent-dispenser-window-no-container-loaded-text") });
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return;
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}
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ContainerInfo.Children.Add(new BoxContainer // Name of the container and its fill status (Ex: 44/100u)
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{
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Orientation = LayoutOrientation.Horizontal,
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Children =
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{
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new Label {Text = $"{state.ContainerName}: "},
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new Label
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{
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Text = $"{state.BeakerCurrentVolume}/{state.BeakerMaxVolume}",
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StyleClasses = {StyleNano.StyleClassLabelSecondaryColor}
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}
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}
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});
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if (state.ContainerReagents == null)
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{
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return;
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}
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foreach (var reagent in state.ContainerReagents)
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{
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var name = Loc.GetString("reagent-dispenser-window-unknown-reagent-text");
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//Try to the prototype for the given reagent. This gives us it's name.
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if (_prototypeManager.TryIndex(reagent.ReagentId, out ReagentPrototype? proto))
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{
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name = proto.Name;
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}
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//Check if the reagent is being moused over. If so, color it green.
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if (proto != null && proto.ID == highlightedReagentId)
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{
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ContainerInfo.Children.Add(new BoxContainer
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{
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Orientation = LayoutOrientation.Horizontal,
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Children =
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{
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new Label
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{
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Text = $"{name}: ",
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StyleClasses = {StyleNano.StyleClassPowerStateGood}
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},
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new Label
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{
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Text = Loc.GetString("reagent-dispenser-window-quantity-label-text", ("quantity", reagent.Quantity)),
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StyleClasses = {StyleNano.StyleClassPowerStateGood}
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}
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}
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});
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}
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else //Otherwise, color it the normal colors.
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{
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ContainerInfo.Children.Add(new BoxContainer
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{
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Orientation = LayoutOrientation.Horizontal,
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Children =
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{
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new Label {Text = $"{name}: "},
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new Label
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{
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Text = Loc.GetString("reagent-dispenser-window-quantity-label-text", ("quantity", reagent.Quantity)),
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StyleClasses = {StyleNano.StyleClassLabelSecondaryColor}
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}
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}
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});
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}
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}
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}
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}
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}
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