* Fix handlabeler/utility belt misprediction * Partly moved HandLabelerSystem to shared And cleaned up HandLabelerComponent * WIP format the files so later commits look clearer Doesn't change individual code lines, but may move functions to another file * WIP some more code movement * Hand Labeler is now mostly predicted Only the UI isn't * WIP: Formatting and moved stuff * Using componentstates for prediction correction * review * Update label on label change * Don't overwrite label while editing --------- Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
28 lines
628 B
C#
28 lines
628 B
C#
using Robust.Shared.Serialization;
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namespace Content.Shared.Labels;
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/// <summary>
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/// Key representing which <see cref="PlayerBoundUserInterface"/> is currently open.
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/// Useful when there are multiple UI for an object. Here it's future-proofing only.
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/// </summary>
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[Serializable, NetSerializable]
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public enum HandLabelerUiKey
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{
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Key,
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}
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[Serializable, NetSerializable]
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public enum PaperLabelVisuals : byte
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{
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Layer,
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HasLabel,
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LabelType
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}
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[Serializable, NetSerializable]
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public sealed class HandLabelerLabelChangedMessage(string label) : BoundUserInterfaceMessage
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{
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public string Label { get; } = label;
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}
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