Actions System + UI (#2710)

Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
This commit is contained in:
chairbender
2020-12-13 14:28:20 -08:00
committed by GitHub
parent fd0df9a00a
commit 7a3c281f60
150 changed files with 7283 additions and 854 deletions

View File

@@ -1,5 +1,6 @@
using System;
using System.Collections.Generic;
using Content.Shared.GameObjects.Components.Items;
using JetBrains.Annotations;
using Robust.Shared.Serialization;
@@ -26,7 +27,7 @@ namespace Content.Shared.GameObjects.Components.Inventory
/// Uniquely identifies a single slot in an inventory.
/// </summary>
[Serializable, NetSerializable]
public enum Slots
public enum Slots : byte
{
NONE = 0,
HEAD,
@@ -148,6 +149,5 @@ namespace Content.Shared.GameObjects.Components.Inventory
"Hands_left",
"Hands_right",
};
}
}

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@@ -1,6 +1,7 @@
using System;
using System.Collections.Generic;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Reflection;
using Robust.Shared.IoC;
using Robust.Shared.Serialization;
@@ -47,6 +48,10 @@ namespace Content.Shared.GameObjects.Components.Inventory
InventoryInstance = DynamicTypeFactory.CreateInstance<Inventory>(type);
}
/// <returns>true if the item is equipped to an equip slot (NOT inside an equipped container
/// like inside a backpack)</returns>
public abstract bool IsEquipped(IEntity item);
[Serializable, NetSerializable]
protected class InventoryComponentState : ComponentState
{