using Robust.Shared.Serialization;
namespace Content.Shared.Access.Systems
{
public abstract class SharedAgentIdCardSystem : EntitySystem
// Just for friending for now
}
/// <summary>
/// Key representing which <see cref="PlayerBoundUserInterface"/> is currently open.
/// Useful when there are multiple UI for an object. Here it's future-proofing only.
/// </summary>
[Serializable, NetSerializable]
public enum AgentIDCardUiKey : byte
Key,
/// Represents an <see cref="AgentIDCardComponent"/> state that can be sent to the client
public sealed class AgentIDCardBoundUserInterfaceState : BoundUserInterfaceState
public readonly HashSet<string> Icons;
public string CurrentName { get; }
public string CurrentJob { get; }
public string CurrentJobIconId { get; }
public AgentIDCardBoundUserInterfaceState(string currentName, string currentJob, string currentJobIconId, HashSet<string> icons)
Icons = icons;
CurrentName = currentName;
CurrentJob = currentJob;
CurrentJobIconId = currentJobIconId;
public sealed class AgentIDCardNameChangedMessage : BoundUserInterfaceMessage
public string Name { get; }
public AgentIDCardNameChangedMessage(string name)
Name = name;
public sealed class AgentIDCardJobChangedMessage : BoundUserInterfaceMessage
public string Job { get; }
public AgentIDCardJobChangedMessage(string job)
Job = job;
public sealed class AgentIDCardJobIconChangedMessage : BoundUserInterfaceMessage
public string JobIconId { get; }
public AgentIDCardJobIconChangedMessage(string jobIconId)
JobIconId = jobIconId;