RangedAttackBy with an EventArg object for a parameter

This commit is contained in:
PrPleGoo
2019-04-05 19:32:18 +02:00
parent ddde077d16
commit 9b2be2ba50

View File

@@ -57,7 +57,7 @@ namespace Content.Server.GameObjects.EntitySystems
/// <summary>
/// This interface gives components behavior when being clicked by objects outside the range of direct use
/// </summary>
public interface IRangedAttackby
public interface IRangedAttackBy
{
/// <summary>
/// Called when we try to interact with an entity out of range
@@ -66,7 +66,14 @@ namespace Content.Server.GameObjects.EntitySystems
/// <param name="attackwith"></param>
/// <param name="clicklocation"></param>
/// <returns></returns>
bool RangedAttackby(IEntity user, IEntity attackwith, GridCoordinates clicklocation);
bool RangedAttackBy(RangedAttackByEventArgs eventArgs);
}
public class RangedAttackByEventArgs : EventArgs
{
public IEntity User { get; set; }
public IEntity Weapon { get; set; }
public GridCoordinates ClickLocation { get; set; }
}
/// <summary>
@@ -358,12 +365,12 @@ namespace Content.Server.GameObjects.EntitySystems
/// <param name="attacked"></param>
public static void RangedInteraction(IEntity user, IEntity weapon, IEntity attacked, GridCoordinates clicklocation)
{
List<IRangedAttackby> rangedusables = attacked.GetAllComponents<IRangedAttackby>().ToList();
List<IRangedAttackBy> rangedusables = attacked.GetAllComponents<IRangedAttackBy>().ToList();
//See if we have a ranged attack interaction
for (var i = 0; i < rangedusables.Count; i++)
{
if (rangedusables[i].RangedAttackby(user, weapon, clicklocation)) //If an attackby returns a status completion we finish our attack
if (rangedusables[i].RangedAttackBy(new RangedAttackByEventArgs { User = user, Weapon = weapon, ClickLocation = clicklocation })) //If an attackby returns a status completion we finish our attack
{
return;
}