Files
tbd-station-14/Content.Shared/Interfaces/GameObjects/Components/Interaction/IEquipped.cs
Visne 9b94d5c195 Added nullable to most Content.Shared files (#3238)
* Add nullable to some Content.Shared files.

* Use [NotNullWhen(true)]

* Undo adding now redundant !'s

* Forgot one

* Add a ton more nullable

* You can guess

* Fix some issues

* It actually compiles now

* Auto stash before merge of "null2" and "origin/master"

* I lied

* enable annotations -> enable

* Revert ActionBlockerSystem.cs to original

* Fix ActionBlockerSystem.cs

* More nullable

* Undo some added exclamation marks

* Fix issues

* Update Content.Shared/Maps/ContentTileDefinition.cs

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Resolve some issues

* Remove unused method

* Fix more issues

* Fix more issues

* Fix more issues

* Fix more issues

* Fix issue, rollback SharedGhostComponent.cs

* Update submodule

* Fix issue, invert some if-statements to reduce nesting

* Revert RobustToolbox

* FIx things broken by merge

* Some fixes

- Replaced with string.Empty
- Remove some exclamation marks
- Revert file

* Some fixes

* Trivial #nullable enable

* Fix null ables

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-02-27 14:12:09 +11:00

78 lines
2.3 KiB
C#

#nullable enable
using System;
using Content.Shared.GameObjects.Components.Inventory;
using JetBrains.Annotations;
using Robust.Shared.Analyzers;
using Robust.Shared.GameObjects;
namespace Content.Shared.Interfaces.GameObjects.Components
{
/// <summary>
/// This interface gives components behavior when their entity is put in a non-hand inventory slot,
/// regardless of where it came from. This includes moving the entity from a hand slot into a non-hand slot
/// (which would also fire <see cref="IUnequippedHand"/>).
///
/// This DOES NOT fire when putting the entity into a hand slot (<see cref="IEquippedHand"/>), nor
/// does it fire when putting the entity into held/equipped storage.
/// </summary>
[RequiresExplicitImplementation]
public interface IEquipped
{
void Equipped(EquippedEventArgs eventArgs);
}
public abstract class UserEventArgs : EventArgs
{
public IEntity User { get; }
protected UserEventArgs(IEntity user)
{
User = user;
}
}
public class EquippedEventArgs : UserEventArgs
{
public EquippedEventArgs(IEntity user, EquipmentSlotDefines.Slots slot) : base(user)
{
Slot = slot;
}
public EquipmentSlotDefines.Slots Slot { get; }
}
/// <summary>
/// Raised when equipping the entity in an inventory slot.
/// </summary>
[PublicAPI]
public class EquippedMessage : EntitySystemMessage
{
/// <summary>
/// If this message has already been "handled" by a previous system.
/// </summary>
public bool Handled { get; set; }
/// <summary>
/// Entity that equipped the item.
/// </summary>
public IEntity User { get; }
/// <summary>
/// Item that was equipped.
/// </summary>
public IEntity Equipped { get; }
/// <summary>
/// Slot where the item was placed.
/// </summary>
public EquipmentSlotDefines.Slots Slot { get; }
public EquippedMessage(IEntity user, IEntity equipped, EquipmentSlotDefines.Slots slot)
{
User = user;
Equipped = equipped;
Slot = slot;
}
}
}