using Robust.Shared.Input;
using Robust.Shared.Input.Binding;
using Robust.Shared.Map;
+using Robust.Shared.Player;
using Robust.Shared.Utility;
using static Content.Client.Inventory.ClientInventorySystem;
foreach (var slotData in clientInv.SlotData.Values)
{
AddSlot(slotData);
+
+ if (_inventoryButton != null)
+ _inventoryButton.Visible = true;
}
UpdateInventoryHotbar(_playerInventory);
private void UnloadSlots()
{
+ if (_inventoryButton != null)
+ _inventoryButton.Visible = false;
+
_playerUid = null;
_playerInventory = null;
foreach (var slotGroup in _slotGroups.Values)
Orientation="Horizontal"
HorizontalAlignment="Center">
<Control HorizontalAlignment="Center">
+ <!-- Needs to default to invisible because if we attach to a non-slots entity this will never get unset -->
<controls:SlotButton
Name="InventoryButton"
Access="Public"
+ Visible="False"
VerticalAlignment="Bottom"
HorizontalExpand="False"
VerticalExpand="False"