95 lines
3.3 KiB
C#
95 lines
3.3 KiB
C#
using System;
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using System.Threading.Tasks;
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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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using Robust.Shared.Map;
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using Robust.Shared.Utility;
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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 their entity is clicked on by a user with an object in their hand
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/// who is in range and has unobstructed reach of the target entity (allows inside blockers). This includes
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/// clicking on an object in the world as well as clicking on an object in inventory.
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/// </summary>
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[RequiresExplicitImplementation]
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public interface IInteractUsing
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{
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/// <summary>
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/// The interaction priority. Higher numbers get called first.
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/// </summary>
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/// <value>Priority defaults to 0</value>
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int Priority => 0;
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/// <summary>
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/// Called when using one object on another when user is in range of the target entity.
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/// </summary>
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[Obsolete("Use InteractUsingMessage instead")]
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Task<bool> InteractUsing(InteractUsingEventArgs eventArgs);
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}
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public sealed class InteractUsingEventArgs : EventArgs, ITargetedInteractEventArgs
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{
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public InteractUsingEventArgs(EntityUid user, EntityCoordinates clickLocation, EntityUid @using, EntityUid target)
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{
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User = user;
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ClickLocation = clickLocation;
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Using = @using;
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Target = target;
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}
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public EntityUid User { get; }
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public EntityCoordinates ClickLocation { get; }
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public EntityUid Using { get; }
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public EntityUid Target { get; }
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}
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/// <summary>
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/// Raised when a target entity is interacted with by a user while holding an object in their hand.
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/// </summary>
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[PublicAPI]
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public sealed class InteractUsingEvent : HandledEntityEventArgs
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{
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/// <summary>
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/// Entity that triggered the interaction.
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/// </summary>
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public EntityUid User { get; }
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/// <summary>
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/// Entity that the user used to interact.
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/// </summary>
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public EntityUid Used { get; }
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/// <summary>
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/// Entity that was interacted on.
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/// </summary>
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public EntityUid Target { get; }
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/// <summary>
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/// The original location that was clicked by the user.
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/// </summary>
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public EntityCoordinates ClickLocation { get; }
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/// <summary>
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/// If true, this prediction is also being predicted client-side. So care has to be taken to avoid audio
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/// duplication.
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/// </summary>
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public bool Predicted { get; }
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public InteractUsingEvent(EntityUid user, EntityUid used, EntityUid target, EntityCoordinates clickLocation, bool predicted = false)
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{
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// Interact using should not have the same used and target.
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// That should be a use-in-hand event instead.
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// If this is not the case, can lead to bugs (e.g., attempting to merge a item stack into itself).
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DebugTools.Assert(used != target);
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User = user;
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Used = used;
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Target = target;
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ClickLocation = clickLocation;
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Predicted = predicted;
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}
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}
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}
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