adds attr
This commit is contained in:
@@ -1,4 +1,5 @@
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using System;
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using Robust.Shared;
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using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Server.Interfaces.GameObjects
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@@ -6,6 +7,7 @@ namespace Content.Server.Interfaces.GameObjects
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/// <summary>
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/// Implements behavior when an entity is disarmed.
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/// </summary>
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[RequiresExplicitImplementation]
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public interface IDisarmedAct
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{
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/// <summary>
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@@ -1,9 +1,11 @@
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using System.Collections.Generic;
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using Content.Server.GameObjects.Components.Construction;
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using Robust.Shared;
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using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Server.Interfaces.GameObjects
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{
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[RequiresExplicitImplementation]
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public interface IRefreshParts
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{
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void RefreshParts(IEnumerable<MachinePartComponent> parts);
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@@ -1,8 +1,10 @@
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using Content.Server.Interfaces.Chat;
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using Robust.Shared;
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using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Server.Interfaces.GameObjects
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{
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[RequiresExplicitImplementation]
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public interface ISuicideAct
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{
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public SuicideKind Suicide(IEntity victim, IChatManager chat);
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@@ -1,5 +1,6 @@
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using System;
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using JetBrains.Annotations;
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using Robust.Shared;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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@@ -12,6 +13,7 @@ namespace Content.Shared.Interfaces.GameObjects.Components
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/// object in inventory. Unlike IUse, this can be performed on entities that aren't in the active hand,
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/// even when the active hand is currently holding something else.
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/// </summary>
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[RequiresExplicitImplementation]
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public interface IActivate
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{
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/// <summary>
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@@ -1,6 +1,7 @@
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using System;
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using System.Threading.Tasks;
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using JetBrains.Annotations;
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using Robust.Shared;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Map;
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@@ -14,6 +15,7 @@ namespace Content.Shared.Interfaces.GameObjects.Components
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/// clicking on another object and no interaction occurs, at any range. This includes
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/// clicking on an object in the world as well as clicking on an object in inventory.
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/// </summary>
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[RequiresExplicitImplementation]
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public interface IAfterInteract
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{
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/// <summary>
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@@ -1,5 +1,6 @@
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#nullable enable
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using System;
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using Robust.Shared;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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@@ -10,6 +11,7 @@ namespace Content.Shared.Interfaces.GameObjects.Components
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/// <summary>
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/// This interface gives components behavior when being used to "attack".
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/// </summary>
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[RequiresExplicitImplementation]
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public interface IAttack
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{
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// Redirects to ClickAttack by default.
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@@ -1,9 +1,12 @@
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using Robust.Shared;
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namespace Content.Shared.Interfaces.GameObjects.Components
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{
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/// <summary>
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/// This interface allows the component's entity to be dragged and dropped
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/// onto by another entity and gives it behavior when that occurs.
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/// </summary>
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[RequiresExplicitImplementation]
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public interface IDragDropOn
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{
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/// <summary>
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@@ -1,4 +1,5 @@
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using System;
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using Robust.Shared;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Map;
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@@ -8,6 +9,7 @@ namespace Content.Shared.Interfaces.GameObjects.Components
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/// This interface allows a local client to initiate dragging of the component's
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/// entity by mouse, for drag and drop interactions.
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/// </summary>
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[RequiresExplicitImplementation]
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public interface IDraggable
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{
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/// <summary>
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@@ -1,5 +1,6 @@
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using System;
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using JetBrains.Annotations;
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using Robust.Shared;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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@@ -8,6 +9,7 @@ namespace Content.Shared.Interfaces.GameObjects.Components
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/// <summary>
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/// This interface gives components behavior when they're dropped by a mob.
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/// </summary>
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[RequiresExplicitImplementation]
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public interface IDropped
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{
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void Dropped(DroppedEventArgs eventArgs);
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@@ -1,6 +1,7 @@
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using System;
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using Content.Shared.GameObjects.Components.Inventory;
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using JetBrains.Annotations;
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using Robust.Shared;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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@@ -14,6 +15,7 @@ namespace Content.Shared.Interfaces.GameObjects.Components
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/// This DOES NOT fire when putting the entity into a hand slot (<see cref="IEquippedHand"/>), nor
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/// does it fire when putting the entity into held/equipped storage.
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/// </summary>
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[RequiresExplicitImplementation]
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public interface IEquipped
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{
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void Equipped(EquippedEventArgs eventArgs);
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@@ -2,6 +2,7 @@
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using Content.Shared.GameObjects.Components.Inventory;
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using Content.Shared.GameObjects.Components.Items;
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using JetBrains.Annotations;
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using Robust.Shared;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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@@ -13,6 +14,7 @@ namespace Content.Shared.Interfaces.GameObjects.Components
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/// This includes moving the entity from a non-hand slot into a hand slot
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/// (which would also fire <see cref="IUnequipped"/>).
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/// </summary>
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[RequiresExplicitImplementation]
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public interface IEquippedHand
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{
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void EquippedHand(EquippedHandEventArgs eventArgs);
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@@ -1,5 +1,6 @@
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using System;
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using JetBrains.Annotations;
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using Robust.Shared;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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@@ -8,6 +9,7 @@ namespace Content.Shared.Interfaces.GameObjects.Components
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/// <summary>
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/// This interface gives components behavior when they're held on a deselected hand.
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/// </summary>
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[RequiresExplicitImplementation]
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public interface IHandDeselected
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{
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void HandDeselected(HandDeselectedEventArgs eventArgs);
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@@ -1,5 +1,6 @@
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using System;
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using JetBrains.Annotations;
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using Robust.Shared;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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@@ -8,6 +9,7 @@ namespace Content.Shared.Interfaces.GameObjects.Components
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/// <summary>
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/// This interface gives components behavior when they're held on the selected hand.
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/// </summary>
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[RequiresExplicitImplementation]
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public interface IHandSelected
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{
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void HandSelected(HandSelectedEventArgs eventArgs);
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@@ -1,4 +1,5 @@
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using JetBrains.Annotations;
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using Robust.Shared;
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using Robust.Shared.GameObjects;
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namespace Content.Shared.Interfaces.GameObjects.Components
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@@ -10,6 +11,7 @@ namespace Content.Shared.Interfaces.GameObjects.Components
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/// However say you hold an item that is always hot like lava rock,
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/// it will be permanently hot.
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/// </summary>
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[RequiresExplicitImplementation]
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public interface IHotItem
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{
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bool IsCurrentlyHot();
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@@ -1,5 +1,6 @@
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using System;
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using JetBrains.Annotations;
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using Robust.Shared;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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@@ -9,6 +10,7 @@ namespace Content.Shared.Interfaces.GameObjects.Components
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/// This interface gives components behavior when being clicked on by a user with an empty hand
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/// who is in range and has unobstructed reach of the target entity (allows inside blockers).
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/// </summary>
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[RequiresExplicitImplementation]
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public interface IInteractHand
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{
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/// <summary>
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@@ -1,6 +1,7 @@
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using System;
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using System.Threading.Tasks;
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using JetBrains.Annotations;
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using Robust.Shared;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Map;
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@@ -12,6 +13,7 @@ namespace Content.Shared.Interfaces.GameObjects.Components
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/// who is in range and has unobstructed reach of the target entity (allows inside blockers). This includes
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/// clicking on an object in the world as well as clicking on an object in inventory.
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/// </summary>
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[RequiresExplicitImplementation]
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public interface IInteractUsing
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{
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/// <summary>
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@@ -1,5 +1,6 @@
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using System;
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using JetBrains.Annotations;
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using Robust.Shared;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Map;
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@@ -9,6 +10,7 @@ namespace Content.Shared.Interfaces.GameObjects.Components
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/// <summary>
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/// This interface gives components behavior when landing after being thrown.
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/// </summary>
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[RequiresExplicitImplementation]
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public interface ILand
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{
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void Land(LandEventArgs eventArgs);
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@@ -1,8 +1,10 @@
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using Content.Shared.GameObjects.Components;
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using Robust.Shared;
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using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Shared.Interfaces.GameObjects.Components
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{
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[RequiresExplicitImplementation]
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public interface IRadiationAct : IComponent
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{
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void RadiationAct(float frameTime, SharedRadiationPulseComponent radiation);
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@@ -1,5 +1,6 @@
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using System;
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using JetBrains.Annotations;
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using Robust.Shared;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Map;
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@@ -10,6 +11,7 @@ namespace Content.Shared.Interfaces.GameObjects.Components
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/// This interface gives components behavior when being clicked on by a user with an object
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/// outside the range of direct use
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/// </summary>
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[RequiresExplicitImplementation]
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public interface IRangedInteract
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{
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/// <summary>
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@@ -1,4 +1,5 @@
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using Content.Shared.Chemistry;
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using Robust.Shared;
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namespace Content.Shared.Interfaces.GameObjects.Components
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{
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@@ -9,6 +10,7 @@ namespace Content.Shared.Interfaces.GameObjects.Components
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Ingestion,
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}
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[RequiresExplicitImplementation]
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public interface IReagentReaction
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{
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ReagentUnit ReagentReactTouch(ReagentPrototype reagent, ReagentUnit volume) => ReagentUnit.Zero;
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@@ -1,10 +1,12 @@
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using System;
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using Robust.Shared;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Map;
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namespace Content.Shared.Interfaces.GameObjects.Components
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{
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[RequiresExplicitImplementation]
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public interface IThrowCollide
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{
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void HitBy(ThrowCollideEventArgs eventArgs) {}
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@@ -1,5 +1,6 @@
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using System;
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using JetBrains.Annotations;
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using Robust.Shared;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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@@ -8,6 +9,7 @@ namespace Content.Shared.Interfaces.GameObjects.Components
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/// <summary>
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/// This interface gives components behavior when thrown.
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/// </summary>
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[RequiresExplicitImplementation]
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public interface IThrown
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{
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void Thrown(ThrownEventArgs eventArgs);
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@@ -1,6 +1,7 @@
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using System;
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using Content.Shared.GameObjects.Components.Inventory;
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using JetBrains.Annotations;
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using Robust.Shared;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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@@ -14,6 +15,7 @@ namespace Content.Shared.Interfaces.GameObjects.Components
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/// This DOES NOT fire when removing the entity from a hand slot (<see cref="IUnequippedHand"/>), nor
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/// does it fire when removing the entity from held/equipped storage.
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/// </summary>
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[RequiresExplicitImplementation]
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public interface IUnequipped
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{
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void Unequipped(UnequippedEventArgs eventArgs);
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@@ -2,6 +2,7 @@
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using Content.Shared.GameObjects.Components.Inventory;
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using Content.Shared.GameObjects.Components.Items;
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using JetBrains.Annotations;
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using Robust.Shared;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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@@ -12,6 +13,7 @@ namespace Content.Shared.Interfaces.GameObjects.Components
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/// even if it is going into another hand slot (which would also fire <see cref="IEquippedHand"/>).
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/// This includes moving the entity from a hand slot into a non-hand slot (which would also fire <see cref="IEquipped"/>).
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/// </summary>
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[RequiresExplicitImplementation]
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public interface IUnequippedHand
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{
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void UnequippedHand(UnequippedHandEventArgs eventArgs);
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@@ -1,5 +1,6 @@
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using System;
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using JetBrains.Annotations;
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using Robust.Shared;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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@@ -9,6 +10,7 @@ namespace Content.Shared.Interfaces.GameObjects.Components
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/// This interface gives components behavior when using the entity in your active hand
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/// (done by clicking the entity in the active hand or pressing the keybind that defaults to Z).
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/// </summary>
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[RequiresExplicitImplementation]
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public interface IUse
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{
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/// <summary>
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Reference in New Issue
Block a user