Inventories (#61)

* Bully the fuck out of inventory shit
Inventory Stuff
Inventories technically work
It works technicaly speaking
Yeah this part too
Lets do it!
Inventories completed
Motherfucker

* Remove unnecessary usings and fix one thing

* Submodule update

* Adds a bunch of various clothing prototypes for each current inventory slot
This commit is contained in:
clusterfack
2018-04-25 06:42:35 -05:00
committed by Pieter-Jan Briers
parent ea05c593aa
commit c33c227d95
37 changed files with 1205 additions and 395 deletions

View File

@@ -0,0 +1,51 @@
using SS14.Server.GameObjects.Components.Container;
using SS14.Server.Interfaces.GameObjects;
using SS14.Shared.Interfaces.GameObjects;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Content.Server.GameObjects
{
public class ContainerSlot : BaseContainer
{
public IEntity ContainedEntity { get; private set; } = null;
/// <inheritdoc />
public override IReadOnlyCollection<IEntity> ContainedEntities => new List<IEntity> { ContainedEntity }.AsReadOnly();
public ContainerSlot(string id, IContainerManager manager) : base(id, manager)
{
}
/// <inheritdoc />
public override bool CanInsert(IEntity toinsert)
{
if (ContainedEntity != null)
return false;
return base.CanInsert(toinsert);
}
/// <inheritdoc />
public override bool Contains(IEntity contained)
{
if (contained == ContainedEntity)
return true;
return false;
}
/// <inheritdoc />
protected override void InternalInsert(IEntity toinsert)
{
ContainedEntity = toinsert;
}
/// <inheritdoc />
protected override void InternalRemove(IEntity toremove)
{
ContainedEntity = null;
}
}
}