57 lines
1.9 KiB
C#
57 lines
1.9 KiB
C#
using System;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Shared.Interfaces.GameObjects.Components
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{
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/// <summary>
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/// This interface gives components behavior when being activated (by default,
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/// this is done via the "E" key) when the user is in range and has unobstructed access to the target entity
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/// (allows inside blockers). This includes activating an object in the world as well as activating an
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/// object in inventory. Unlike IUse, this can be performed on entities that aren't in the active hand,
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/// even when the active hand is currently holding something else.
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/// </summary>
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public interface IActivate
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{
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/// <summary>
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/// Called when this component is activated by another entity who is in range.
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/// </summary>
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void Activate(ActivateEventArgs eventArgs);
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}
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public class ActivateEventArgs : EventArgs, ITargetedInteractEventArgs
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{
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public IEntity User { get; set; }
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public IEntity Target { get; set; }
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}
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/// <summary>
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/// Raised when an entity is activated in the world.
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/// </summary>
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[PublicAPI]
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public class ActivateInWorldMessage : EntitySystemMessage
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{
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/// <summary>
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/// If this message has already been "handled" by a previous system.
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/// </summary>
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public bool Handled { get; set; }
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/// <summary>
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/// Entity that activated the world entity.
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/// </summary>
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public IEntity User { get; }
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/// <summary>
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/// Entity that was activated in the world.
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/// </summary>
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public IEntity Activated { get; }
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public ActivateInWorldMessage(IEntity user, IEntity activated)
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{
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User = user;
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Activated = activated;
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}
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}
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}
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