75 lines
2.6 KiB
C#
75 lines
2.6 KiB
C#
using Robust.Server.GameObjects;
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using Robust.Server.Player;
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using Robust.Shared.Reflection;
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using Robust.Shared.Serialization;
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namespace Content.Server.UserInterface
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{
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[RegisterComponent]
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public sealed class ActivatableUIComponent : Component,
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ISerializationHooks
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{
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[ViewVariables]
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public Enum? Key { get; set; }
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[ViewVariables] public BoundUserInterface? UserInterface => (Key != null) ? Owner.GetUIOrNull(Key) : null;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("inHandsOnly")]
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public bool InHandsOnly { get; set; } = false;
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[DataField("singleUser")]
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public bool SingleUser { get; set; } = false;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("adminOnly")]
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public bool AdminOnly { get; set; } = false;
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[DataField("key", readOnly: true, required: true)]
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private string _keyRaw = default!;
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[DataField("verbText")]
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public string VerbText = "ui-verb-toggle-open";
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/// <summary>
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/// Whether you need a hand to operate this UI. The hand does not need to be free, you just need to have one.
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/// </summary>
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/// <remarks>
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/// This should probably be true for most machines & computers, but there will still be UIs that represent a
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/// more generic interaction / configuration that might not require hands.
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/// </remarks>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("requireHands")]
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public bool RequireHands = true;
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/// <summary>
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/// Whether spectators (non-admin ghosts) should be allowed to view this UI.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("allowSpectator")]
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public bool AllowSpectator = true;
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/// <summary>
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/// Whether the UI should close when the item is deselected due to a hand swap or drop
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("closeOnHandDeselect")]
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public bool CloseOnHandDeselect = true;
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/// <summary>
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/// The client channel currently using the object, or null if there's none/not single user.
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/// NOTE: DO NOT DIRECTLY SET, USE ActivatableUISystem.SetCurrentSingleUser
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/// </summary>
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[ViewVariables]
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public IPlayerSession? CurrentSingleUser;
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void ISerializationHooks.AfterDeserialization()
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{
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var reflectionManager = IoCManager.Resolve<IReflectionManager>();
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if (reflectionManager.TryParseEnumReference(_keyRaw, out var key))
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Key = key;
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}
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}
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}
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