using static Robust.Shared.GameObjects.SharedSpriteComponent;
namespace Content.Shared.Clothing;
///
/// Raised directed at a piece of clothing to get the set of layers to show on the wearer's sprite
///
public sealed class GetEquipmentVisualsEvent : EntityEventArgs
{
///
/// Entity that is wearing the item.
///
public readonly EntityUid Equipee;
public readonly string Slot;
///
/// The layers that will be added to the entity that is wearing this item.
///
///
/// Note that the actual ordering of the layers depends on the order in which they are added to this list;
///
public List<(string, PrototypeLayerData)> Layers = new();
public GetEquipmentVisualsEvent(EntityUid equipee, string slot)
{
Equipee = equipee;
Slot = slot;
}
}
///
/// Raised directed at a piece of clothing after its visuals have been updated.
///
///
/// Useful for systems/components that modify the visual layers that an item adds to a player. (e.g. RGB memes)
///
public sealed class EquipmentVisualsUpdatedEvent : EntityEventArgs
{
///
/// Entity that is wearing the item.
///
public readonly EntityUid Equipee;
public readonly string Slot;
///
/// The layers that this item is now revealing.
///
public HashSet RevealedLayers;
public EquipmentVisualsUpdatedEvent(EntityUid equipee, string slot, HashSet revealedLayers)
{
Equipee = equipee;
Slot = slot;
RevealedLayers = revealedLayers;
}
}