Seal/abstract/virtual everything (#6739)

This commit is contained in:
mirrorcult
2022-02-16 00:23:23 -07:00
committed by GitHub
parent 4dfcacb86a
commit ec4d4688c7
1771 changed files with 2216 additions and 2164 deletions

View File

@@ -5,7 +5,7 @@ using Robust.Shared.ViewVariables;
namespace Content.Client.Construction
{
[RegisterComponent]
public class ConstructionGhostComponent : Component
public sealed class ConstructionGhostComponent : Component
{
[ViewVariables] public ConstructionPrototype? Prototype { get; set; }
[ViewVariables] public int GhostId { get; set; }

View File

@@ -23,7 +23,7 @@ namespace Content.Client.Construction
/// The client-side implementation of the construction system, which is used for constructing entities in game.
/// </summary>
[UsedImplicitly]
public class ConstructionSystem : SharedConstructionSystem
public sealed class ConstructionSystem : SharedConstructionSystem
{
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
@@ -246,7 +246,7 @@ namespace Content.Client.Construction
}
}
public class CraftingAvailabilityChangedArgs : EventArgs
public sealed class CraftingAvailabilityChangedArgs : EventArgs
{
public bool Available { get; }

View File

@@ -7,7 +7,7 @@ using Robust.Shared.IoC;
namespace Content.Client.Construction
{
[UsedImplicitly]
public class MachineFrameVisualizer : AppearanceVisualizer
public sealed class MachineFrameVisualizer : AppearanceVisualizer
{
public override void OnChangeData(AppearanceComponent component)
{

View File

@@ -53,7 +53,7 @@ namespace Content.Client.Construction.UI
}
[GenerateTypedNameReferences]
public partial class ConstructionMenu : DefaultWindow, IConstructionMenuView
public sealed partial class ConstructionMenu : DefaultWindow, IConstructionMenuView
{
public bool BuildButtonPressed
{

View File

@@ -25,7 +25,7 @@ namespace Content.Client.Construction.UI
/// model. This is where the bulk of UI work is done, either calling functions in the model to change state, or collecting
/// data out of the model to *present* to the screen though the UI framework.
/// </summary>
internal class ConstructionMenuPresenter : IDisposable
internal sealed class ConstructionMenuPresenter : IDisposable
{
[Dependency] private readonly IEntitySystemManager _systemManager = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;