60 lines
1.9 KiB
C#
60 lines
1.9 KiB
C#
using System;
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using JetBrains.Annotations;
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using Robust.Shared.Analyzers;
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using Robust.Shared.GameObjects;
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namespace Content.Shared.Interaction
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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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[RequiresExplicitImplementation]
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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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[Obsolete("Use ActivateInWorldMessage instead")]
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void Activate(ActivateEventArgs eventArgs);
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}
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public sealed class ActivateEventArgs : EventArgs, ITargetedInteractEventArgs
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{
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public ActivateEventArgs(EntityUid user, EntityUid target)
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{
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User = user;
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Target = target;
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}
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public EntityUid User { get; }
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public EntityUid Target { get; }
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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 sealed class ActivateInWorldEvent : HandledEntityEventArgs, ITargetedInteractEventArgs
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{
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/// <summary>
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/// Entity that activated the target world entity.
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/// </summary>
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public EntityUid 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 EntityUid Target { get; }
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public ActivateInWorldEvent(EntityUid user, EntityUid target)
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{
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User = user;
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Target = target;
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}
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}
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}
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