* Now the name of the target craft items is taken directly from the prototypes * Deleting unnecessary fields * Deleting unnecessary fields * Added suffix field * Added override via localization keys * My favorite ItemList and TextureRect have been replaced with ListContainer and EntityPrototypeView * Fix suffix * Fix construction ghosts... maybe * Remove suffix from UI * Suffixes have been removed from prototypes * Added a description for the secret door * Fix search..? * The Icon field of ConstructionPrototype has been removed * StackPrototypes used in the construction menu have been localized * TagConstructionGraphStep used in the construction menu have been localized * The search bar has been localized * Fix localization and prototypes * Recipes are now only loaded when the crafting window is opened. * Fix crooked merge grid of the crafting menu. * Localization update * Fix cyborg graph * Revert "Recipes are now only loaded when the crafting window is opened." This reverts commit 97749483542c2d6272bda16edf49612c69a0761a. * Fix loc * fix merge * Fix upstream * Some of the logic has been moved to Shared * fix * Small adjustments * Very small change --------- Co-authored-by: EmoGarbage404 <retron404@gmail.com>
40 lines
1.1 KiB
C#
40 lines
1.1 KiB
C#
using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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namespace Content.Shared.Stacks;
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[Prototype]
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public sealed partial class StackPrototype : IPrototype
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{
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[ViewVariables]
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[IdDataField]
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public string ID { get; private set; } = default!;
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/// <summary>
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/// Human-readable name for this stack type e.g. "Steel"
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/// </summary>
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/// <remarks>This is a localization string ID.</remarks>
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[DataField]
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public LocId Name { get; private set; } = string.Empty;
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/// <summary>
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/// An icon that will be used to represent this stack type.
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/// </summary>
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[DataField]
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public SpriteSpecifier? Icon { get; private set; }
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/// <summary>
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/// The entity id that will be spawned by default from this stack.
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/// </summary>
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[DataField(required: true)]
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public EntProtoId Spawn { get; private set; } = string.Empty;
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/// <summary>
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/// The maximum amount of things that can be in a stack.
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/// Can be overriden on <see cref="StackComponent"/>
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/// if null, simply has unlimited max count.
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/// </summary>
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[DataField]
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public int? MaxCount { get; private set; }
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}
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