using System;
using Content.Shared.GameObjects.Components.Inventory;
using Content.Shared.GameObjects.Components.Items;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
namespace Content.Shared.Interfaces.GameObjects.Components
{
///
/// This interface gives components behavior when their entity is put in a hand inventory slot,
/// even if it came from another hand slot (which would also fire ).
/// This includes moving the entity from a non-hand slot into a hand slot
/// (which would also fire ).
///
public interface IEquippedHand
{
void EquippedHand(EquippedHandEventArgs eventArgs);
}
public class EquippedHandEventArgs : UserEventArgs
{
public EquippedHandEventArgs(IEntity user, SharedHand hand) : base(user)
{
Hand = hand;
}
public SharedHand Hand { get; }
}
///
/// Raised when putting the entity into a hand slot
///
[PublicAPI]
public class EquippedHandMessage : EntitySystemMessage
{
///
/// If this message has already been "handled" by a previous system.
///
public bool Handled { get; set; }
///
/// Entity that equipped the item.
///
public IEntity User { get; }
///
/// Item that was equipped.
///
public IEntity Equipped { get; }
///
/// Hand the item is going into.
///
public SharedHand Hand { get; }
public EquippedHandMessage(IEntity user, IEntity equipped, SharedHand hand)
{
User = user;
Equipped = equipped;
Hand = hand;
}
}
}