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>
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@@ -1,5 +1,5 @@
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using System.Collections.Generic;
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using Content.Client.Items.UI;
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using Content.Client.UserInterface.Controls;
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using Content.Shared.Inventory;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.CustomControls;
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@@ -19,24 +19,15 @@ namespace Content.Client.Inventory
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[Access(typeof(ClientInventorySystem))]
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public sealed class ClientInventoryComponent : InventoryComponent
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{
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public Control BottomLeftButtons = default!;
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public Control BottomRightButtons = default!;
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public Control TopQuickButtons = default!;
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public DefaultWindow InventoryWindow = default!;
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public readonly Dictionary<string, List<ItemSlotButton>> SlotButtons = new();
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[ViewVariables]
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[DataField("speciesId")] public string? SpeciesId { get; set; }
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[ViewVariables]
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public readonly Dictionary<string, ClientInventorySystem.SlotData> SlotData = new ();
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/// <summary>
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/// Data about the current layers that have been added to the players sprite due to the items in each equipment slot.
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/// </summary>
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[ViewVariables]
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[Access(typeof(ClientInventorySystem), Other = AccessPermissions.ReadWriteExecute)] // FIXME Friends
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public readonly Dictionary<string, HashSet<string>> VisualLayerKeys = new();
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public bool AttachedToGameHud;
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}
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}
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