Re-organize all projects (#4166)
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28
Content.Server/Inventory/Components/IInventoryController.cs
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28
Content.Server/Inventory/Components/IInventoryController.cs
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using System.Diagnostics.CodeAnalysis;
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using Robust.Shared.GameObjects;
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using static Content.Shared.Inventory.EquipmentSlotDefines;
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namespace Content.Server.Inventory.Components
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{
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/// <summary>
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/// Allows for overriding inventory-related behavior on an entity.
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/// </summary>
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public interface IInventoryController
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{
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/// <summary>
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/// Can be implemented to override "can this item be equipped" behavior.
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/// </summary>
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/// <param name="slot">The slot to be equipped into.</param>
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/// <param name="entity">The entity to equip.</param>
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/// <param name="flagsCheck">Whether the entity passes default slot masks & flags checks.</param>
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/// <param name="reason">The translated reason why the item cannot be equiped, if this function returns false. Can be null.</param>
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/// <returns>True if the entity can be equipped, false otherwise</returns>
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bool CanEquip(Slots slot, IEntity entity, bool flagsCheck, [NotNullWhen(false)] out string? reason)
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{
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reason = null;
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return flagsCheck;
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}
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bool CanEquip(Slots slot, IEntity entity, bool flagsCheck) => CanEquip(slot, entity, flagsCheck, out _);
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}
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}
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