76 lines
2.2 KiB
C#
76 lines
2.2 KiB
C#
using System;
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using Content.Shared.GameObjects.Components.Inventory;
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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 their entity is put in a non-hand inventory slot,
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/// regardless of where it came from. This includes moving the entity from a hand slot into a non-hand slot
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/// (which would also fire <see cref="IUnequippedHand"/>).
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///
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/// This DOES NOT fire when putting the entity into a hand slot (<see cref="IEquippedHand"/>), nor
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/// does it fire when putting the entity into held/equipped storage.
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/// </summary>
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public interface IEquipped
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{
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void Equipped(EquippedEventArgs eventArgs);
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}
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public abstract class UserEventArgs : EventArgs
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{
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public IEntity User { get; }
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protected UserEventArgs(IEntity user)
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{
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User = user;
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}
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}
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public class EquippedEventArgs : UserEventArgs
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{
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public EquippedEventArgs(IEntity user, EquipmentSlotDefines.Slots slot) : base(user)
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{
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Slot = slot;
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}
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public EquipmentSlotDefines.Slots Slot { get; }
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}
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/// <summary>
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/// Raised when equipping the entity in an inventory slot.
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/// </summary>
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[PublicAPI]
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public class EquippedMessage : 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 equipped the item.
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/// </summary>
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public IEntity User { get; }
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/// <summary>
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/// Item that was equipped.
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/// </summary>
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public IEntity Equipped { get; }
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/// <summary>
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/// Slot where the item was placed.
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/// </summary>
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public EquipmentSlotDefines.Slots Slot { get; }
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public EquippedMessage(IEntity user, IEntity equipped, EquipmentSlotDefines.Slots slot)
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{
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User = user;
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Equipped = equipped;
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Slot = slot;
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}
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}
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}
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