* Content update for UI refactor * Big update * Sharing * Remaining content updates * First big update * Prototype updates * AUGH * Fix UI comp ref * Cleanup - Fix predicted message, fix item slots, fix interaction range check. * Fix regressions * Make this predictive idk why it wasn't. * Fix slime merge * Merge conflict * Fix merge
74 lines
2.6 KiB
C#
74 lines
2.6 KiB
C#
using Content.Shared.Whitelist;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization.TypeSerializers.Implementations;
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namespace Content.Shared.UserInterface
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{
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[RegisterComponent, NetworkedComponent]
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public sealed partial class ActivatableUIComponent : Component
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{
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[DataField(required: true, customTypeSerializer: typeof(EnumSerializer))]
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public Enum Key { get; set; } = default!;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public bool InHandsOnly { get; set; } = false;
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[DataField]
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public bool SingleUser { get; set; } = false;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public bool AdminOnly { get; set; } = false;
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[DataField]
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public LocId 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]
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public bool RequireHands = true;
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/// <summary>
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/// Entities that are required to open this UI.
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/// </summary>
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[DataField("allowedItems")]
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[ViewVariables(VVAccess.ReadWrite)]
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public EntityWhitelist? AllowedItems = null;
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/// <summary>
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/// Whether you can activate this ui with activateinhand or not
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public bool RightClickOnly;
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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]
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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]
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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 EntityUid? CurrentSingleUser;
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}
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}
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