using Robust.Shared.Serialization;
namespace Content.Shared.Labels;
/// <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 HandLabelerUiKey
{
Key,
}
public enum PaperLabelVisuals : byte
Layer,
HasLabel,
LabelType
public sealed class HandLabelerLabelChangedMessage(string label) : BoundUserInterfaceMessage
public string Label { get; } = label;