using System; using Robust.Shared.GameObjects; using Robust.Shared.Serialization; namespace Content.Shared.Labels { /// /// Key representing which is currently open. /// Useful when there are multiple UI for an object. Here it's future-proofing only. /// [Serializable, NetSerializable] public enum HandLabelerUiKey { Key, } [Serializable, NetSerializable] public enum PaperLabelVisuals { HasLabel, } /// /// Represents a state that can be sent to the client /// [Serializable, NetSerializable] public sealed class HandLabelerBoundUserInterfaceState : BoundUserInterfaceState { public string CurrentLabel { get; } public HandLabelerBoundUserInterfaceState(string currentLabel) { CurrentLabel = currentLabel; } } [Serializable, NetSerializable] public sealed class HandLabelerLabelChangedMessage : BoundUserInterfaceMessage { public string Label { get; } public HandLabelerLabelChangedMessage(string label) { Label = label; } } }