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; } }