43 lines
1.5 KiB
C#
43 lines
1.5 KiB
C#
using Content.Shared.DisplacementMap;
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using Robust.Shared.Containers;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Shared.Inventory;
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[RegisterComponent, NetworkedComponent]
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[Access(typeof(InventorySystem))]
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[AutoGenerateComponentState(true)]
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public sealed partial class InventoryComponent : Component
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{
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[DataField("templateId", customTypeSerializer: typeof(PrototypeIdSerializer<InventoryTemplatePrototype>))]
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[AutoNetworkedField]
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public string TemplateId { get; set; } = "human";
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[DataField("speciesId")] public string? SpeciesId { get; set; }
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public SlotDefinition[] Slots = Array.Empty<SlotDefinition>();
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public ContainerSlot[] Containers = Array.Empty<ContainerSlot>();
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[DataField]
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public Dictionary<string, DisplacementData> Displacements = new();
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/// <summary>
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/// Alternate displacement maps, which if available, will be selected for the player of the appropriate gender.
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/// </summary>
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[DataField]
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public Dictionary<string, DisplacementData> FemaleDisplacements = new();
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/// <summary>
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/// Alternate displacement maps, which if available, will be selected for the player of the appropriate gender.
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/// </summary>
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[DataField]
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public Dictionary<string, DisplacementData> MaleDisplacements = new();
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}
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/// <summary>
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/// Raised if the <see cref="InventoryComponent.TemplateId"/> of an inventory changed.
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/// </summary>
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[ByRefEvent]
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public struct InventoryTemplateUpdated;
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