Make remaining IPrototypes partial (#5053)

This commit is contained in:
DrSmugleaf
2024-04-20 14:39:54 -07:00
committed by GitHub
parent 19f87dfbb3
commit 68888c4370
9 changed files with 11 additions and 13 deletions

View File

@@ -17,7 +17,7 @@ using Vector4 = Robust.Shared.Maths.Vector4;
namespace Robust.Client.Graphics
{
[Prototype("shader")]
public sealed class ShaderPrototype : IPrototype, ISerializationHooks
public sealed partial class ShaderPrototype : IPrototype, ISerializationHooks
{
[ViewVariables]
[IdDataField]

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@@ -5,7 +5,7 @@ using Robust.Shared.Utility;
namespace Robust.Client.UserInterface.RichText;
[Prototype("font")]
public sealed class FontPrototype : IPrototype
public sealed partial class FontPrototype : IPrototype
{
[IdDataField]
public string ID { get; private set; } = default!;

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@@ -1,12 +1,10 @@
using System;
using System.Collections.Frozen;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Robust.Client.Graphics;
using Robust.Client.ResourceManagement;
using Robust.Shared.ContentPack;
using Robust.Shared.Graphics;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Maths;
@@ -18,7 +16,7 @@ using Robust.Shared.ViewVariables;
namespace Robust.Client.UserInterface.Themes;
[Prototype("uiTheme")]
public sealed class UITheme : IPrototype
public sealed partial class UITheme : IPrototype
{
private IResourceCache? _cache;
private IUserInterfaceManager? _uiMan;

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@@ -10,7 +10,7 @@ namespace Robust.Shared.Audio;
/// to allow the server to know audio lengths without shipping the large audio files themselves.
/// </summary>
[Prototype(ProtoName)]
public sealed class AudioMetadataPrototype : IPrototype
public sealed partial class AudioMetadataPrototype : IPrototype
{
public const string ProtoName = "audioMetadata";

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@@ -9,7 +9,7 @@ namespace Robust.Shared.Audio;
/// This can be used by <see cref="Content.Shared.Audio.SharedContentAudioSystem"/> to apply an audio preset.
/// </summary>
[Prototype("audioPreset")]
public sealed class AudioPresetPrototype : IPrototype
public sealed partial class AudioPresetPrototype : IPrototype
{
[IdDataField]
public string ID { get; } = default!;

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@@ -1,13 +1,13 @@
using System.Collections.Generic;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
using System.Collections.Generic;
namespace Robust.Shared.Audio;
[Prototype("soundCollection")]
public sealed class SoundCollectionPrototype : IPrototype
public sealed partial class SoundCollectionPrototype : IPrototype
{
[ViewVariables]
[IdDataField]

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@@ -6,7 +6,7 @@ namespace Robust.Shared.Prototypes;
/// Prototype that represents game entities.
/// </summary>
[Prototype("entityCategory")]
public sealed class EntityCategoryPrototype : IPrototype
public sealed partial class EntityCategoryPrototype : IPrototype
{
[IdDataField]
public string ID { get; private set; } = default!;
@@ -22,4 +22,4 @@ public sealed class EntityCategoryPrototype : IPrototype
/// </summary>
[DataField("description")]
public string? Description { get; private set; }
}
}

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@@ -8,7 +8,7 @@ namespace Robust.Shared.Prototypes;
/// Tile alias prototypes, unlike tile prototypes, are implemented here, as they're really just fed to TileDefinitionManager.
/// </summary>
[Prototype("tileAlias")]
public sealed class TileAliasPrototype : IPrototype
public sealed partial class TileAliasPrototype : IPrototype
{
/// <summary>
/// The target tile ID to alias to.

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@@ -142,7 +142,7 @@ namespace Robust.UnitTesting.Shared.Prototypes
}
[Prototype("circle")]
private sealed class CircleTestPrototype : IPrototype, IInheritingPrototype
private sealed partial class CircleTestPrototype : IPrototype, IInheritingPrototype
{
[IdDataField()]
public string ID { get; private set; } = default!;