using System.Collections.Generic;
using Content.Client.UserInterface.Controls;
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
{
[ViewVariables]
[DataField("speciesId")] public string? SpeciesId { get; set; }
[ViewVariables]
public readonly Dictionary SlotData = new ();
///
/// 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();
}
}