using System.Collections.Generic; using Content.Client.Items.UI; using Content.Shared.Inventory; using Robust.Client.UserInterface; using Robust.Client.UserInterface.CustomControls; using Robust.Shared.Analyzers; using Robust.Shared.GameObjects; using Robust.Shared.IoC; using Robust.Shared.Serialization.Manager.Attributes; using Robust.Shared.ViewVariables; namespace Content.Client.Inventory { /// /// A character UI which shows items the user has equipped within his inventory /// [RegisterComponent] [ComponentReference(typeof(InventoryComponent))] [Access(typeof(ClientInventorySystem))] public sealed class ClientInventoryComponent : InventoryComponent { public Control BottomLeftButtons = default!; public Control BottomRightButtons = default!; public Control TopQuickButtons = default!; public DefaultWindow InventoryWindow = default!; public readonly Dictionary> SlotButtons = new(); [ViewVariables] [DataField("speciesId")] public string? SpeciesId { get; set; } /// /// Data about the current layers that have been added to the players sprite due to the items in each equipment slot. /// [ViewVariables] [Access(typeof(ClientInventorySystem), Other = AccessPermissions.ReadWriteExecute)] // FIXME Friends public readonly Dictionary> VisualLayerKeys = new(); public bool AttachedToGameHud; } }