Power cell slot QOL (#15373)
This commit is contained in:
@@ -0,0 +1,13 @@
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using Content.Server.PowerCell;
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using Content.Shared.UserInterface;
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namespace Content.Server.UserInterface;
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/// <summary>
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/// Specifies that the attached entity requires <see cref="PowerCellDrawComponent"/> power.
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/// </summary>
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[RegisterComponent]
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public sealed class ActivatableUIRequiresPowerCellComponent : Component
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{
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}
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77
Content.Server/UserInterface/ActivatableUISystem.Power.cs
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77
Content.Server/UserInterface/ActivatableUISystem.Power.cs
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@@ -0,0 +1,77 @@
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using Content.Server.PowerCell;
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using Content.Shared.PowerCell;
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using Robust.Shared.Containers;
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namespace Content.Server.UserInterface;
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public sealed partial class ActivatableUISystem
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{
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[Dependency] private readonly PowerCellSystem _cell = default!;
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private void InitializePower()
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{
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SubscribeLocalEvent<ActivatableUIRequiresPowerCellComponent, ActivatableUIOpenAttemptEvent>(OnBatteryOpenAttempt);
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SubscribeLocalEvent<ActivatableUIRequiresPowerCellComponent, BoundUIOpenedEvent>(OnBatteryOpened);
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SubscribeLocalEvent<ActivatableUIRequiresPowerCellComponent, BoundUIClosedEvent>(OnBatteryClosed);
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SubscribeLocalEvent<PowerCellDrawComponent, EntRemovedFromContainerMessage>(OnPowerCellRemoved);
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}
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private void OnPowerCellRemoved(EntityUid uid, PowerCellDrawComponent component, EntRemovedFromContainerMessage args)
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{
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if (TryComp<PowerCellDrawComponent>(uid, out var draw))
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{
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draw.Enabled = false;
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}
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if (HasComp<ActivatableUIRequiresPowerCellComponent>(uid) &&
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TryComp<ActivatableUIComponent>(uid, out var activatable) &&
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activatable.Key != null)
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{
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_uiSystem.TryCloseAll(uid, activatable.Key);
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}
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}
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private void OnBatteryOpened(EntityUid uid, ActivatableUIRequiresPowerCellComponent component, BoundUIOpenedEvent args)
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{
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if (!TryComp<PowerCellDrawComponent>(uid, out var draw))
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return;
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draw.Enabled = true;
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}
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private void OnBatteryClosed(EntityUid uid, ActivatableUIRequiresPowerCellComponent component, BoundUIClosedEvent args)
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{
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if (!TryComp<PowerCellDrawComponent>(uid, out var draw))
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return;
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draw.Enabled = false;
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}
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/// <summary>
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/// Call if you want to check if the UI should close due to a recent battery usage.
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/// </summary>
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public void CheckUsage(EntityUid uid, ActivatableUIComponent? active = null, ActivatableUIRequiresPowerCellComponent? component = null, PowerCellDrawComponent? draw = null)
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{
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if (!Resolve(uid, ref component, ref draw, ref active, false) || active.Key == null)
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return;
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if (_cell.HasCharge(uid, draw.UseRate))
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return;
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_uiSystem.TryCloseAll(uid, active.Key);
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}
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private void OnBatteryOpenAttempt(EntityUid uid, ActivatableUIRequiresPowerCellComponent component, ActivatableUIOpenAttemptEvent args)
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{
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if (!TryComp<PowerCellDrawComponent>(uid, out var draw))
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return;
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// Check if we have the appropriate drawrate / userate to even open it.
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if (args.Cancelled || !_cell.HasCharge(uid, MathF.Max(draw.DrawRate, draw.UseRate), user: args.User))
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{
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args.Cancel();
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return;
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}
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}
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}
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@@ -6,226 +6,225 @@ using Content.Shared.Hands.Components;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Verbs;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects;
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using Robust.Server.Player;
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namespace Content.Server.UserInterface
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namespace Content.Server.UserInterface;
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public sealed partial class ActivatableUISystem : EntitySystem
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{
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[UsedImplicitly]
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internal sealed class ActivatableUISystem : EntitySystem
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[Dependency] private readonly IAdminManager _adminManager = default!;
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[Dependency] private readonly ActionBlockerSystem _blockerSystem = default!;
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[Dependency] private readonly UserInterfaceSystem _uiSystem = default!;
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public override void Initialize()
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{
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[Dependency] private readonly IAdminManager _adminManager = default!;
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[Dependency] private readonly ActionBlockerSystem _blockerSystem = default!;
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[Dependency] private readonly UserInterfaceSystem _uiSystem = default!;
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base.Initialize();
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ActivatableUIComponent, ActivateInWorldEvent>(OnActivate);
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SubscribeLocalEvent<ActivatableUIComponent, UseInHandEvent>(OnUseInHand);
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SubscribeLocalEvent<ActivatableUIComponent, HandDeselectedEvent>(OnHandDeselected);
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SubscribeLocalEvent<ActivatableUIComponent, GotUnequippedHandEvent>((uid, aui, _) => CloseAll(uid, aui));
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// *THIS IS A BLATANT WORKAROUND!* RATIONALE: Microwaves need it
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SubscribeLocalEvent<ActivatableUIComponent, EntParentChangedMessage>(OnParentChanged);
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SubscribeLocalEvent<ActivatableUIComponent, BoundUIClosedEvent>(OnUIClose);
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SubscribeLocalEvent<BoundUserInterfaceMessageAttempt>(OnBoundInterfaceInteractAttempt);
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SubscribeLocalEvent<ActivatableUIComponent, ActivateInWorldEvent>(OnActivate);
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SubscribeLocalEvent<ActivatableUIComponent, UseInHandEvent>(OnUseInHand);
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SubscribeLocalEvent<ActivatableUIComponent, HandDeselectedEvent>(OnHandDeselected);
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SubscribeLocalEvent<ActivatableUIComponent, GotUnequippedHandEvent>((uid, aui, _) => CloseAll(uid, aui));
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// *THIS IS A BLATANT WORKAROUND!* RATIONALE: Microwaves need it
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SubscribeLocalEvent<ActivatableUIComponent, EntParentChangedMessage>(OnParentChanged);
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SubscribeLocalEvent<ActivatableUIComponent, BoundUIClosedEvent>(OnUIClose);
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SubscribeLocalEvent<BoundUserInterfaceMessageAttempt>(OnBoundInterfaceInteractAttempt);
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SubscribeLocalEvent<ActivatableUIComponent, GetVerbsEvent<ActivationVerb>>(AddOpenUiVerb);
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SubscribeLocalEvent<ActivatableUIComponent, GetVerbsEvent<ActivationVerb>>(AddOpenUiVerb);
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SubscribeLocalEvent<ServerUserInterfaceComponent, OpenUiActionEvent>(OnActionPerform);
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SubscribeLocalEvent<ServerUserInterfaceComponent, OpenUiActionEvent>(OnActionPerform);
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}
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private void OnBoundInterfaceInteractAttempt(BoundUserInterfaceMessageAttempt ev)
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{
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if (!TryComp(ev.Target, out ActivatableUIComponent? comp))
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return;
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if (!comp.RequireHands)
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return;
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if (!TryComp(ev.Sender.AttachedEntity, out HandsComponent? hands) || hands.Hands.Count == 0)
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ev.Cancel();
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}
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private void OnActionPerform(EntityUid uid, ServerUserInterfaceComponent component, OpenUiActionEvent args)
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{
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if (args.Handled || args.Key == null)
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return;
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if (!TryComp(args.Performer, out ActorComponent? actor))
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return;
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args.Handled = _uiSystem.TryToggleUi(uid, args.Key, actor.PlayerSession);
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}
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private void AddOpenUiVerb(EntityUid uid, ActivatableUIComponent component, GetVerbsEvent<ActivationVerb> args)
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{
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if (!args.CanAccess)
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return;
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if (component.RequireHands && args.Hands == null)
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return;
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if (component.InHandsOnly && args.Using != uid)
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return;
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if (!args.CanInteract && (!component.AllowSpectator || !HasComp<GhostComponent>(args.User)))
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return;
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ActivationVerb verb = new();
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verb.Act = () => InteractUI(args.User, component);
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verb.Text = Loc.GetString(component.VerbText);
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// TODO VERBS add "open UI" icon?
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args.Verbs.Add(verb);
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}
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private void OnActivate(EntityUid uid, ActivatableUIComponent component, ActivateInWorldEvent args)
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{
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if (args.Handled) return;
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if (component.InHandsOnly) return;
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args.Handled = InteractUI(args.User, component);
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}
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private void OnUseInHand(EntityUid uid, ActivatableUIComponent component, UseInHandEvent args)
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{
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if (args.Handled) return;
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args.Handled = InteractUI(args.User, component);
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}
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private void OnParentChanged(EntityUid uid, ActivatableUIComponent aui, ref EntParentChangedMessage args)
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{
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CloseAll(uid, aui);
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}
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private void OnUIClose(EntityUid uid, ActivatableUIComponent component, BoundUIClosedEvent args)
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{
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if (args.Session != component.CurrentSingleUser) return;
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if (args.UiKey != component.Key) return;
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SetCurrentSingleUser(uid, null, component);
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}
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private bool InteractUI(EntityUid user, ActivatableUIComponent aui)
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{
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if (!_blockerSystem.CanInteract(user, aui.Owner) && (!aui.AllowSpectator || !HasComp<GhostComponent>(user)))
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return false;
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if (aui.RequireHands && !HasComp<HandsComponent>(user))
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return false;
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if (!EntityManager.TryGetComponent(user, out ActorComponent? actor)) return false;
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if (aui.AdminOnly && !_adminManager.IsAdmin(actor.PlayerSession)) return false;
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var ui = aui.UserInterface;
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if (ui == null) return false;
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if (aui.SingleUser && (aui.CurrentSingleUser != null) && (actor.PlayerSession != aui.CurrentSingleUser))
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{
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// If we get here, supposedly, the object is in use.
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// Check with BUI that it's ACTUALLY in use just in case.
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// Since this could brick the object if it goes wrong.
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if (ui.SubscribedSessions.Count != 0) return false;
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}
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// If we've gotten this far, fire a cancellable event that indicates someone is about to activate this.
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// This is so that stuff can require further conditions (like power).
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var oae = new ActivatableUIOpenAttemptEvent(user);
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var uae = new UserOpenActivatableUIAttemptEvent(user, aui.Owner);
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RaiseLocalEvent(user, uae, false);
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RaiseLocalEvent((aui).Owner, oae, false);
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if (oae.Cancelled || uae.Cancelled) return false;
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// Give the UI an opportunity to prepare itself if it needs to do anything
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// before opening
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var bae = new BeforeActivatableUIOpenEvent(user);
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RaiseLocalEvent((aui).Owner, bae, false);
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SetCurrentSingleUser((aui).Owner, actor.PlayerSession, aui);
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ui.Toggle(actor.PlayerSession);
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//Let the component know a user opened it so it can do whatever it needs to do
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var aae = new AfterActivatableUIOpenEvent(user, actor.PlayerSession);
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RaiseLocalEvent((aui).Owner, aae, false);
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return true;
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}
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public void SetCurrentSingleUser(EntityUid uid, IPlayerSession? v, ActivatableUIComponent? aui = null)
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{
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if (!Resolve(uid, ref aui))
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return;
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if (!aui.SingleUser)
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return;
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aui.CurrentSingleUser = v;
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RaiseLocalEvent(uid, new ActivatableUIPlayerChangedEvent(), false);
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}
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public void CloseAll(EntityUid uid, ActivatableUIComponent? aui = null)
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{
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if (!Resolve(uid, ref aui, false)) return;
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aui.UserInterface?.CloseAll();
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}
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private void OnHandDeselected(EntityUid uid, ActivatableUIComponent? aui, HandDeselectedEvent args)
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{
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if (!Resolve(uid, ref aui, false)) return;
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if (!aui.CloseOnHandDeselect)
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return;
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CloseAll(uid, aui);
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}
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InitializePower();
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}
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public sealed class ActivatableUIOpenAttemptEvent : CancellableEntityEventArgs
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private void OnBoundInterfaceInteractAttempt(BoundUserInterfaceMessageAttempt ev)
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{
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public EntityUid User { get; }
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public ActivatableUIOpenAttemptEvent(EntityUid who)
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{
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User = who;
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}
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if (!TryComp(ev.Target, out ActivatableUIComponent? comp))
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return;
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if (!comp.RequireHands)
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return;
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if (!TryComp(ev.Sender.AttachedEntity, out HandsComponent? hands) || hands.Hands.Count == 0)
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ev.Cancel();
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}
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public sealed class UserOpenActivatableUIAttemptEvent : CancellableEntityEventArgs //have to one-up the already stroke-inducing name
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private void OnActionPerform(EntityUid uid, ServerUserInterfaceComponent component, OpenUiActionEvent args)
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{
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public EntityUid User { get; }
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public EntityUid Target { get; }
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public UserOpenActivatableUIAttemptEvent(EntityUid who, EntityUid target)
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{
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User = who;
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Target = target;
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}
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if (args.Handled || args.Key == null)
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return;
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if (!TryComp(args.Performer, out ActorComponent? actor))
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return;
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args.Handled = _uiSystem.TryToggleUi(uid, args.Key, actor.PlayerSession);
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}
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public sealed class AfterActivatableUIOpenEvent : EntityEventArgs
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private void AddOpenUiVerb(EntityUid uid, ActivatableUIComponent component, GetVerbsEvent<ActivationVerb> args)
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{
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public EntityUid User { get; }
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public readonly IPlayerSession Session;
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if (!args.CanAccess)
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return;
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public AfterActivatableUIOpenEvent(EntityUid who, IPlayerSession session)
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{
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User = who;
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Session = session;
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}
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if (component.RequireHands && args.Hands == null)
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return;
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if (component.InHandsOnly && args.Using != uid)
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return;
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if (!args.CanInteract && (!component.AllowSpectator || !HasComp<GhostComponent>(args.User)))
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return;
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ActivationVerb verb = new();
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verb.Act = () => InteractUI(args.User, component);
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verb.Text = Loc.GetString(component.VerbText);
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// TODO VERBS add "open UI" icon?
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args.Verbs.Add(verb);
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}
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/// <summary>
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/// This is after it's decided the user can open the UI,
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/// but before the UI actually opens.
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/// Use this if you need to prepare the UI itself
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/// </summary>
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public sealed class BeforeActivatableUIOpenEvent : EntityEventArgs
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private void OnActivate(EntityUid uid, ActivatableUIComponent component, ActivateInWorldEvent args)
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{
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public EntityUid User { get; }
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public BeforeActivatableUIOpenEvent(EntityUid who)
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{
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User = who;
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}
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if (args.Handled) return;
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if (component.InHandsOnly) return;
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args.Handled = InteractUI(args.User, component);
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}
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public sealed class ActivatableUIPlayerChangedEvent : EntityEventArgs
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private void OnUseInHand(EntityUid uid, ActivatableUIComponent component, UseInHandEvent args)
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{
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if (args.Handled) return;
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args.Handled = InteractUI(args.User, component);
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}
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private void OnParentChanged(EntityUid uid, ActivatableUIComponent aui, ref EntParentChangedMessage args)
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{
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CloseAll(uid, aui);
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}
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private void OnUIClose(EntityUid uid, ActivatableUIComponent component, BoundUIClosedEvent args)
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{
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if (args.Session != component.CurrentSingleUser) return;
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if (args.UiKey != component.Key) return;
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SetCurrentSingleUser(uid, null, component);
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}
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private bool InteractUI(EntityUid user, ActivatableUIComponent aui)
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{
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if (!_blockerSystem.CanInteract(user, aui.Owner) && (!aui.AllowSpectator || !HasComp<GhostComponent>(user)))
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return false;
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if (aui.RequireHands && !HasComp<HandsComponent>(user))
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return false;
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if (!EntityManager.TryGetComponent(user, out ActorComponent? actor)) return false;
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if (aui.AdminOnly && !_adminManager.IsAdmin(actor.PlayerSession)) return false;
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var ui = aui.UserInterface;
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if (ui == null) return false;
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if (aui.SingleUser && (aui.CurrentSingleUser != null) && (actor.PlayerSession != aui.CurrentSingleUser))
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{
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// If we get here, supposedly, the object is in use.
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// Check with BUI that it's ACTUALLY in use just in case.
|
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// Since this could brick the object if it goes wrong.
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if (ui.SubscribedSessions.Count != 0) return false;
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}
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// If we've gotten this far, fire a cancellable event that indicates someone is about to activate this.
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// This is so that stuff can require further conditions (like power).
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var oae = new ActivatableUIOpenAttemptEvent(user);
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var uae = new UserOpenActivatableUIAttemptEvent(user, aui.Owner);
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RaiseLocalEvent(user, uae, false);
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RaiseLocalEvent((aui).Owner, oae, false);
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if (oae.Cancelled || uae.Cancelled) return false;
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// Give the UI an opportunity to prepare itself if it needs to do anything
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// before opening
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var bae = new BeforeActivatableUIOpenEvent(user);
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RaiseLocalEvent((aui).Owner, bae, false);
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SetCurrentSingleUser((aui).Owner, actor.PlayerSession, aui);
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ui.Toggle(actor.PlayerSession);
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//Let the component know a user opened it so it can do whatever it needs to do
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var aae = new AfterActivatableUIOpenEvent(user, actor.PlayerSession);
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RaiseLocalEvent((aui).Owner, aae, false);
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return true;
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}
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public void SetCurrentSingleUser(EntityUid uid, IPlayerSession? v, ActivatableUIComponent? aui = null)
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{
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if (!Resolve(uid, ref aui))
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return;
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if (!aui.SingleUser)
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return;
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aui.CurrentSingleUser = v;
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RaiseLocalEvent(uid, new ActivatableUIPlayerChangedEvent(), false);
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}
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public void CloseAll(EntityUid uid, ActivatableUIComponent? aui = null)
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{
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if (!Resolve(uid, ref aui, false)) return;
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aui.UserInterface?.CloseAll();
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}
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private void OnHandDeselected(EntityUid uid, ActivatableUIComponent? aui, HandDeselectedEvent args)
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{
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if (!Resolve(uid, ref aui, false)) return;
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||||
if (!aui.CloseOnHandDeselect)
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return;
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CloseAll(uid, aui);
|
||||
}
|
||||
}
|
||||
|
||||
public sealed class ActivatableUIOpenAttemptEvent : CancellableEntityEventArgs
|
||||
{
|
||||
public EntityUid User { get; }
|
||||
public ActivatableUIOpenAttemptEvent(EntityUid who)
|
||||
{
|
||||
User = who;
|
||||
}
|
||||
}
|
||||
|
||||
public sealed class UserOpenActivatableUIAttemptEvent : CancellableEntityEventArgs //have to one-up the already stroke-inducing name
|
||||
{
|
||||
public EntityUid User { get; }
|
||||
public EntityUid Target { get; }
|
||||
public UserOpenActivatableUIAttemptEvent(EntityUid who, EntityUid target)
|
||||
{
|
||||
User = who;
|
||||
Target = target;
|
||||
}
|
||||
}
|
||||
|
||||
public sealed class AfterActivatableUIOpenEvent : EntityEventArgs
|
||||
{
|
||||
public EntityUid User { get; }
|
||||
public readonly IPlayerSession Session;
|
||||
|
||||
public AfterActivatableUIOpenEvent(EntityUid who, IPlayerSession session)
|
||||
{
|
||||
User = who;
|
||||
Session = session;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This is after it's decided the user can open the UI,
|
||||
/// but before the UI actually opens.
|
||||
/// Use this if you need to prepare the UI itself
|
||||
/// </summary>
|
||||
public sealed class BeforeActivatableUIOpenEvent : EntityEventArgs
|
||||
{
|
||||
public EntityUid User { get; }
|
||||
public BeforeActivatableUIOpenEvent(EntityUid who)
|
||||
{
|
||||
User = who;
|
||||
}
|
||||
}
|
||||
|
||||
public sealed class ActivatableUIPlayerChangedEvent : EntityEventArgs
|
||||
{
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user