* Recipe stuff. * Lathe GUI and stuff * god dammit * Lathe menu works, yay. * EventArgs henk * Some work * SS14 -> Robust * More SS14 -> Robust * Lathe materials * Lathe works, Lathe GUI, Queue GUI, etc too many changes to name them here * Remove materials button, add ViewVariables and update lathe on connect * Add Autolathe RSI * Adds new recipes, fixes a few bugs. * Remove unused ScrollContainers * Use same delegate for spawn. * Removes client-side LatheComponent in favor of BoundUserInterface * Remove GetMaterial and TryGetMaterial * Use auto-properties in a few places. * Adds LatheDatabase, and a bunch of other changes * Remove useless log. * Remove lathetype from prototypes. * Turns Storage, Lathe and Database into autoproperties * Remove Hacked property from LatheRecipePrototype * Remove unneeded dependency injection from components * Refactors LatheDatabaseComponent to use ComponentState * Refactors MaterialStorageComponent to use ComponentState * Oopsie * Another oopsie * Last oopsie, I hope * Fix missing Close call.
66 lines
2.1 KiB
C#
66 lines
2.1 KiB
C#
using SS14.Shared.Prototypes;
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using SS14.Shared.Serialization;
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using SS14.Shared.Utility;
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using YamlDotNet.RepresentationModel;
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namespace Content.Shared.Research
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{
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[Prototype("latheRecipe")]
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public class LatheRecipePrototype : IPrototype, IIndexedPrototype
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{
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private string _name;
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private string _id;
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private SpriteSpecifier _icon;
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private string _description;
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private string _result;
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private bool _hacked;
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private string _latheType;
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public string ID => _id;
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/// <summary>
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/// Name displayed in the lathe GUI.
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/// </summary>
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public string Name => _name;
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/// <summary>
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/// Short description displayed in the lathe GUI.
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/// </summary>
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public string Description => _description;
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/// <summary>
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/// Texture path used in the lathe GUI.
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/// </summary>
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public SpriteSpecifier Icon => _icon;
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/// <summary>
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/// The prototype name of the resulting entity when the recipe is printed.
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/// </summary>
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public string Result => _result;
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/// <summary>
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/// Whether the lathe should be hacked to unlock this recipe.
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/// </summary>
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public bool Hacked => _hacked;
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/// <summary>
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/// The type of lathe that'll print this recipe.
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/// TODO: Replace with an enum before merging, henk!
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/// </summary>
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public string LatheType => _latheType;
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public void LoadFrom(YamlMappingNode mapping)
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{
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var serializer = YamlObjectSerializer.NewReader(mapping);
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_name = serializer.ReadDataField<string>("name");
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serializer.DataField(ref _id, "id", string.Empty);
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serializer.DataField(ref _description, "description", string.Empty);
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serializer.DataField(ref _icon, "icon", SpriteSpecifier.Invalid);
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serializer.DataField(ref _result, "result", null);
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serializer.DataField(ref _hacked, "hacked", false);
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serializer.DataField(ref _latheType, "lathetype", "default");
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}
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}
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}
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