using Content.Shared.Body.Components;
using Content.Shared.Body.Part;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Shared.Body.Behavior
{
///
/// Gives functionality to a mechanism when added to it.
///
[ImplicitDataDefinitionForInheritors]
public abstract class SharedMechanismBehavior
{
public abstract SharedBodyComponent? Body { get; }
public abstract SharedBodyPartComponent? Part { get; }
public abstract SharedMechanismComponent Parent { get; }
///
/// The entity that owns .
/// For the entity owning the body that this mechanism may be in,
/// see 's .
///
public abstract IEntity Owner { get; }
///
/// Called when this behavior is added to a mechanism, during .
/// If it is added after component initialization,
/// it is called immediately.
///
///
/// The mechanism that owns this behavior.
///
public abstract void Initialize(SharedMechanismComponent parent);
///
/// Called when this behavior is added to a mechanism, during .
/// If it is added after component startup, it is called immediately.
///
public abstract void Startup();
///
/// Runs an update cycle on this behavior.
///
///
/// The amount of seconds that passed since the last update.
///
public abstract void Update(float frameTime);
///
/// Called when the containing part is attached to a body.
/// For instance, attaching a head with a brain inside to a body.
/// DO NOT CALL THIS DIRECTLY FROM OUTSIDE BODY SYSTEM CODE!
///
///
/// The body that the containing mechanism was added to.
///
public abstract void AddedToBody(SharedBodyComponent body);
///
/// Called when the parent mechanism is added into a part that is not attached to a body.
/// For instance, adding a brain to a dismembered head.
/// DO NOT CALL THIS DIRECTLY FROM OUTSIDE BODY SYSTEM CODE!
///
///
/// The part that the containing mechanism was added to.
///
public abstract void AddedToPart(SharedBodyPartComponent part);
///
/// Called when the parent mechanism is added to a part that is attached to a body.
/// For instance, adding a brain to a head that is attached to a body.
/// DO NOT CALL THIS DIRECTLY FROM OUTSIDE BODY SYSTEM CODE!
///
///
/// The body that the containing mechanism was added to.
///
///
/// The part that the containing mechanism was added to.
///
public abstract void AddedToPartInBody(SharedBodyComponent body, SharedBodyPartComponent part);
///
/// Called when the parent part is removed from a body.
/// For instance, removing a head with a brain inside from a body.
/// DO NOT CALL THIS DIRECTLY FROM OUTSIDE BODY SYSTEM CODE!
///
///
/// The body that the containing mechanism was removed from.
///
public abstract void RemovedFromBody(SharedBodyComponent old);
///
/// Called when the parent mechanism is removed from a part that is not attached to a body.
/// For instance, removing a brain from a dismembered head.
/// DO NOT CALL THIS DIRECTLY FROM OUTSIDE BODY SYSTEM CODE!
///
///
/// The part that the containing mechanism was removed from.
///
public abstract void RemovedFromPart(SharedBodyPartComponent old);
///
/// Called when the parent mechanism is removed from a part that is attached to a body.
/// For instance, removing a brain from a head that is attached to a body.
/// DO NOT CALL THIS DIRECTLY FROM OUTSIDE BODY SYSTEM CODE!
///
///
/// The body that the containing mechanism was removed from.
///
///
/// The part that the containing mechanism was removed from.
///
public abstract void RemovedFromPartInBody(SharedBodyComponent oldBody, SharedBodyPartComponent oldPart);
}
}