Seal/abstract/virtual everything (#6739)
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@@ -5,7 +5,7 @@ using Robust.Shared.ViewVariables;
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namespace Content.Client.Construction
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{
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[RegisterComponent]
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public class ConstructionGhostComponent : Component
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public sealed class ConstructionGhostComponent : Component
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{
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[ViewVariables] public ConstructionPrototype? Prototype { get; set; }
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[ViewVariables] public int GhostId { get; set; }
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@@ -23,7 +23,7 @@ namespace Content.Client.Construction
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/// The client-side implementation of the construction system, which is used for constructing entities in game.
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/// </summary>
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[UsedImplicitly]
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public class ConstructionSystem : SharedConstructionSystem
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public sealed class ConstructionSystem : SharedConstructionSystem
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{
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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@@ -246,7 +246,7 @@ namespace Content.Client.Construction
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}
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}
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public class CraftingAvailabilityChangedArgs : EventArgs
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public sealed class CraftingAvailabilityChangedArgs : EventArgs
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{
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public bool Available { get; }
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@@ -7,7 +7,7 @@ using Robust.Shared.IoC;
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namespace Content.Client.Construction
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{
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[UsedImplicitly]
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public class MachineFrameVisualizer : AppearanceVisualizer
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public sealed class MachineFrameVisualizer : AppearanceVisualizer
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{
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public override void OnChangeData(AppearanceComponent component)
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{
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@@ -53,7 +53,7 @@ namespace Content.Client.Construction.UI
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}
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[GenerateTypedNameReferences]
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public partial class ConstructionMenu : DefaultWindow, IConstructionMenuView
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public sealed partial class ConstructionMenu : DefaultWindow, IConstructionMenuView
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{
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public bool BuildButtonPressed
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{
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@@ -25,7 +25,7 @@ namespace Content.Client.Construction.UI
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/// model. This is where the bulk of UI work is done, either calling functions in the model to change state, or collecting
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/// data out of the model to *present* to the screen though the UI framework.
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/// </summary>
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internal class ConstructionMenuPresenter : IDisposable
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internal sealed class ConstructionMenuPresenter : IDisposable
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{
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[Dependency] private readonly IEntitySystemManager _systemManager = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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