* mechs * interaction relay * atmos handling * fuck around with interaction events SPAGHETTI CODE OH MY GOD * more sprites and whatever the hell * more mech shit * more shit for equipment * starting equipment (for nukie mechs and such) * equipment cycling * starting with some of the ui * a fat chunk of ui prototyping * done tinkering with ui * a bunch of ui stuff and what have yous * cleaning up grabber and state handling * make the ui actually functional + watch me port a million icons I swear i'll prune the sprites later blease * start on construction * construction yo mamma * remove some unused files * fix a silly * make the graph sane * make it actually constructible. * print the boards as well, bozo * rebalance part prices * eject action also i appease the russians by remembering to localize * Punch Shit * make mech integrity and repairs work * Make the UI more based STOMP STOMP STOMP STOMP * make equipment even more based * batteries and other such delights * make the ui look pimpin af * make the construction mega based * UI but so epic * equipment * some sweat tweaks * damage rebalancing * restructure tech * fix some shit * mechs inherit access * make icons actually use sprite specifiers * TRAILING COMMAA!!!!! * fix a mild indentation sin * undo this change because it isn't needed * actually fix this * secret webeditting shhhh * place this tech here * comments * foo
26 lines
752 B
C#
26 lines
752 B
C#
using Robust.Client.GameObjects;
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using Robust.Client.UserInterface;
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namespace Content.Client.UserInterface.Fragments;
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/// <summary>
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/// Specific ui fragments need to inherit this class. The subclass is then used in yaml to tell a main ui to use it as a ui fragment.
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/// </summary>
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/// <example>
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/// This is an example from the yaml definition from the notekeeper ui
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/// <code>
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/// - type: CartridgeUi
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/// ui: !type:NotekeeperUi
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/// </code>
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/// </example>
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[ImplicitDataDefinitionForInheritors]
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public abstract class UIFragment
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{
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public abstract Control GetUIFragmentRoot();
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public abstract void Setup(BoundUserInterface userInterface, EntityUid? fragmentOwner);
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public abstract void UpdateState(BoundUserInterfaceState state);
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}
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