Files
tbd-station-14/Content.Client/Inventory/ClientInventoryComponent.cs
Jezithyr 571dd4e6d5 Hud refactor (#7202)
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
Co-authored-by: Jezithyr <jmaster9999@gmail.com>
Co-authored-by: Jezithyr <Jezithyr@gmail.com>
Co-authored-by: Visne <39844191+Visne@users.noreply.github.com>
Co-authored-by: wrexbe <wrexbe@protonmail.com>
Co-authored-by: wrexbe <81056464+wrexbe@users.noreply.github.com>
2022-10-12 10:16:23 +02:00

34 lines
1.3 KiB
C#

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