43 lines
1.5 KiB
C#
43 lines
1.5 KiB
C#
using System.Collections.Generic;
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using Content.Client.Items.UI;
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using Content.Shared.Inventory;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.CustomControls;
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using Robust.Shared.Analyzers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Client.Inventory
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{
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/// <summary>
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/// A character UI which shows items the user has equipped within his inventory
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/// </summary>
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[RegisterComponent]
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[ComponentReference(typeof(InventoryComponent))]
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[Access(typeof(ClientInventorySystem))]
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public sealed class ClientInventoryComponent : InventoryComponent
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{
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public Control BottomLeftButtons = default!;
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public Control BottomRightButtons = default!;
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public Control TopQuickButtons = default!;
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public DefaultWindow InventoryWindow = default!;
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public readonly Dictionary<string, List<ItemSlotButton>> SlotButtons = new();
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[ViewVariables]
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[DataField("speciesId")] public string? SpeciesId { get; set; }
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/// <summary>
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/// Data about the current layers that have been added to the players sprite due to the items in each equipment slot.
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/// </summary>
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[ViewVariables]
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[Access(typeof(ClientInventorySystem), Other = AccessPermissions.ReadWriteExecute)] // FIXME Friends
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public readonly Dictionary<string, HashSet<string>> VisualLayerKeys = new();
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public bool AttachedToGameHud;
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}
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}
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