* added Character Setup * whoops * reverted unrelated changes * Made everything work post-rebase * Removed unused PreferencesChanged event * nope, don't need this * HumanoidProfileEditorPanel -> HumanoidProfileEditor * Set initial data for hair pickers * Fixed nullable warning * Renamed LooksComponent -> HumanoidAppearanceComponent * Renamed LooksComponentState -> HumanoidAppearanceComponentState * Final renaming maybe * Use a human-like dummy instead of a real human * Change preferences structs back to classes
56 lines
1.7 KiB
C#
56 lines
1.7 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Preferences
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{
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/// <summary>
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/// Contains all player characters and the index of the currently selected character.
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/// Serialized both over the network and to disk.
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/// </summary>
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[Serializable]
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[NetSerializable]
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public sealed class PlayerPreferences
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{
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private List<ICharacterProfile> _characters;
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public PlayerPreferences(IEnumerable<ICharacterProfile> characters, int selectedCharacterIndex)
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{
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_characters = characters.ToList();
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SelectedCharacterIndex = selectedCharacterIndex;
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}
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/// <summary>
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/// All player characters.
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/// </summary>
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public IEnumerable<ICharacterProfile> Characters => _characters.AsEnumerable();
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/// <summary>
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/// Index of the currently selected character.
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/// </summary>
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public int SelectedCharacterIndex { get; }
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/// <summary>
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/// The currently selected character.
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/// </summary>
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public ICharacterProfile SelectedCharacter => Characters.ElementAtOrDefault(SelectedCharacterIndex);
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public int FirstEmptySlot => IndexOfCharacter(null);
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public static PlayerPreferences Default()
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{
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return new PlayerPreferences(new List<ICharacterProfile>
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{
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HumanoidCharacterProfile.Default()
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},
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0);
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}
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public int IndexOfCharacter(ICharacterProfile profile)
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{
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return _characters.FindIndex(x => x == profile);
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}
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}
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}
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