Added nullable to most Content.Shared files (#3238)
* Add nullable to some Content.Shared files. * Use [NotNullWhen(true)] * Undo adding now redundant !'s * Forgot one * Add a ton more nullable * You can guess * Fix some issues * It actually compiles now * Auto stash before merge of "null2" and "origin/master" * I lied * enable annotations -> enable * Revert ActionBlockerSystem.cs to original * Fix ActionBlockerSystem.cs * More nullable * Undo some added exclamation marks * Fix issues * Update Content.Shared/Maps/ContentTileDefinition.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Resolve some issues * Remove unused method * Fix more issues * Fix more issues * Fix more issues * Fix more issues * Fix issue, rollback SharedGhostComponent.cs * Update submodule * Fix issue, invert some if-statements to reduce nesting * Revert RobustToolbox * FIx things broken by merge * Some fixes - Replaced with string.Empty - Remove some exclamation marks - Revert file * Some fixes * Trivial #nullable enable * Fix null ables Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
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@@ -1,4 +1,5 @@
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using System.Collections.Generic;
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#nullable enable
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using System.Collections.Generic;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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@@ -9,50 +10,50 @@ namespace Content.Shared.Construction
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[Prototype("construction")]
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public class ConstructionPrototype : IPrototype
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{
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private List<IConstructionCondition> _conditions;
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private List<IConstructionCondition> _conditions = new();
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/// <summary>
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/// Friendly name displayed in the construction GUI.
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/// </summary>
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public string Name { get; private set; }
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public string Name { get; private set; } = string.Empty;
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/// <summary>
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/// "Useful" description displayed in the construction GUI.
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/// </summary>
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public string Description { get; private set; }
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public string Description { get; private set; } = string.Empty;
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/// <summary>
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/// The <see cref="ConstructionGraphPrototype"/> this construction will be using.
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/// </summary>
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public string Graph { get; private set; }
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public string Graph { get; private set; } = string.Empty;
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/// <summary>
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/// The target <see cref="ConstructionGraphNode"/> this construction will guide the user to.
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/// </summary>
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public string TargetNode { get; private set; }
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public string TargetNode { get; private set; } = string.Empty;
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/// <summary>
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/// The starting <see cref="ConstructionGraphNode"/> this construction will start at.
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/// </summary>
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public string StartNode { get; private set; }
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public string StartNode { get; private set; } = string.Empty;
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/// <summary>
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/// Texture path inside the construction GUI.
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/// </summary>
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public SpriteSpecifier Icon { get; private set; }
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public SpriteSpecifier Icon { get; private set; } = SpriteSpecifier.Invalid;
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/// <summary>
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/// If you can start building or complete steps on impassable terrain.
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/// </summary>
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public bool CanBuildInImpassable { get; private set; }
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public string Category { get; private set; }
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public string Category { get; private set; } = string.Empty;
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public ConstructionType Type { get; private set; }
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public ConstructionType Type { get; private set; } = ConstructionType.Structure;
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public string ID { get; private set; }
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public string ID { get; private set; } = string.Empty;
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public string PlacementMode { get; private set; }
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public string PlacementMode { get; private set; } = "PlaceFree";
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/// <summary>
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/// Whether this construction can be constructed rotated or not.
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