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 +1,54 @@
using SS14.Shared.GameObjects;
using SS14.Shared.Serialization;
using System;
using static Content.Shared.GameObjects.Components.Inventory.EquipmentSlotDefines;
namespace Content.Shared.GameObjects
{
public abstract class SharedInventoryComponent : Component
{
public sealed override string Name => "Inventory";
public override uint? NetID => ContentNetIDs.STORAGE;
[Serializable, NetSerializable]
public class ServerInventoryMessage : ComponentMessage
{
public Slots Inventoryslot;
public EntityUid EntityUid;
public ServerInventoryUpdate Updatetype;
public ServerInventoryMessage()
{
Directed = true;
}
public enum ServerInventoryUpdate
{
Removal = 0,
Addition = 1
}
}
[Serializable, NetSerializable]
public class ClientInventoryMessage : ComponentMessage
{
public Slots Inventoryslot;
public ClientInventoryUpdate Updatetype;
public ClientInventoryMessage(Slots inventoryslot, ClientInventoryUpdate updatetype)
{
Directed = true;
Inventoryslot = inventoryslot;
Updatetype = updatetype;
}
public enum ClientInventoryUpdate
{
Equip = 0,
Unequip = 1
}
}
}
}