Makes more fields VV (#2026)

* Some more VV

* Fixed build & some more gun vvs

* Added VendingMachine Inventory & Items
This commit is contained in:
Exp
2020-09-08 13:30:22 +02:00
committed by GitHub
parent cdf42cf880
commit 5120627ca2
28 changed files with 82 additions and 18 deletions

View File

@@ -41,6 +41,7 @@ namespace Content.Server.GameObjects.Components.Research
set => _state = value;
}
[ViewVariables]
private LatheRecipePrototype? _producingRecipe;
private bool Powered => !Owner.TryGetComponent(out PowerReceiverComponent? receiver) || receiver.Powered;

View File

@@ -1,7 +1,8 @@
using Content.Shared.GameObjects.Components.Research;
using Content.Shared.GameObjects.Components.Research;
using Content.Shared.Research;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Research
{
@@ -12,6 +13,7 @@ namespace Content.Server.GameObjects.Components.Research
/// <summary>
/// Whether new recipes can be added to this database or not.
/// </summary>
[ViewVariables]
public bool Static => _static;
private bool _static = false;

View File

@@ -1,7 +1,8 @@
using System.Collections.Generic;
using System.Collections.Generic;
using Content.Shared.GameObjects.Components.Research;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Research
{
@@ -9,11 +10,13 @@ namespace Content.Server.GameObjects.Components.Research
[ComponentReference(typeof(SharedMaterialStorageComponent))]
public class MaterialStorageComponent : SharedMaterialStorageComponent
{
[ViewVariables]
protected override Dictionary<string, int> Storage { get; set; } = new Dictionary<string, int>();
/// <summary>
/// How much material the storage can store in total.
/// </summary>
[ViewVariables]
public int StorageLimit => _storageLimit;
private int _storageLimit;

View File

@@ -29,7 +29,7 @@ namespace Content.Server.GameObjects.Components.Research
private const string SoundCollectionName = "keyboard";
private bool Powered => !Owner.TryGetComponent(out PowerReceiverComponent? receiver) || receiver.Powered;
[ViewVariables] private bool Powered => !Owner.TryGetComponent(out PowerReceiverComponent? receiver) || receiver.Powered;
[ViewVariables] private BoundUserInterface? UserInterface => Owner.GetUIOrNull(ResearchConsoleUiKey.Key);

View File

@@ -16,14 +16,14 @@ namespace Content.Server.GameObjects.Components.Research
private bool _active;
private PowerReceiverComponent _powerReceiver;
[ViewVariables]
[ViewVariables(VVAccess.ReadWrite)]
public int PointsPerSecond
{
get => _pointsPerSecond;
set => _pointsPerSecond = value;
}
[ViewVariables]
[ViewVariables(VVAccess.ReadWrite)]
public bool Active
{
get => _active;
@@ -34,6 +34,7 @@ namespace Content.Server.GameObjects.Components.Research
/// Whether this can be used to produce research points.
/// </summary>
/// <remarks>If no <see cref="PowerReceiverComponent"/> is found, it's assumed power is not required.</remarks>
[ViewVariables]
public bool CanProduce => Active && (_powerReceiver is null || _powerReceiver.Powered);
public override void Initialize()