Files
tbd-station-14/Content.Shared/Interfaces/GameObjects/Components/Interaction/IActivate.cs
chairbender 7a3c281f60 Actions System + UI (#2710)
Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
2020-12-13 23:28:20 +01:00

57 lines
1.9 KiB
C#

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