store system currency rework (#10893)
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@@ -1,6 +1,6 @@
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using Content.Shared.FixedPoint;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Shared.Store;
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@@ -18,22 +18,18 @@ public sealed class CurrencyPrototype : IPrototype
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public string ID { get; } = default!;
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/// <summary>
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/// The Loc string used for displaying the balance of a certain currency at the top of the store ui
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/// The Loc string used for displaying the currency in the store ui.
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/// doesn't necessarily refer to the full name of the currency, only
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/// that which is displayed to the user.
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/// </summary>
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[DataField("balanceDisplay")]
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public string BalanceDisplay { get; } = string.Empty;
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/// <summary>
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/// The Loc string used for displaying the price of listings in store UI
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/// </summary>
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[DataField("priceDisplay")]
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public string PriceDisplay { get; } = string.Empty;
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[DataField("displayName")]
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public string DisplayName { get; } = string.Empty;
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/// <summary>
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/// The physical entity of the currency
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/// </summary>
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[DataField("entityId", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
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public string? EntityId { get; }
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[DataField("cash")] //TODO: you get your customTypeSerializer when FixedPoint2 works in them! -emo
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public Dictionary<FixedPoint2, string>? Cash { get; }
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/// <summary>
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/// Whether or not this currency can be withdrawn from a shop by a player. Requires a valid entityId.
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