43 lines
1.7 KiB
C#
43 lines
1.7 KiB
C#
using Robust.Shared.GameObjects;
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namespace Content.Shared.Actions.Behaviors.Item
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{
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/// <summary>
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/// Item action which can be toggled on and off
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/// </summary>
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public interface IToggleItemAction : IItemActionBehavior
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{
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/// <summary>
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/// Invoked when the action will be toggled on/off.
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/// Implementation should perform the server side logic of whatever
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/// happens when it is toggled on / off.
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/// </summary>
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/// <returns>true if the attempt to toggle was successful, meaning the state should be toggled to the desired value.
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/// False to leave toggle status unchanged. This is NOT returning the new toggle status, it is only returning
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/// whether the attempt to toggle to the indicated status was successful.
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///
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/// Note that it's still okay if the implementation directly modifies toggle status via ItemActionsComponent,
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/// this is just an additional level of safety to ensure implementations will always
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/// explicitly indicate if the toggle status should be changed.</returns>
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bool DoToggleAction(ToggleItemActionEventArgs args);
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}
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public sealed class ToggleItemActionEventArgs : ItemActionEventArgs
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{
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/// <summary>
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/// True if the toggle was toggled on, false if it was toggled off
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/// </summary>
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public readonly bool ToggledOn;
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/// <summary>
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/// Opposite of ToggledOn
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/// </summary>
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public bool ToggledOff => !ToggledOn;
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public ToggleItemActionEventArgs(EntityUid performer, bool toggledOn, EntityUid item,
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ItemActionType actionType) : base(performer, item, actionType)
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{
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ToggledOn = toggledOn;
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}
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}
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}
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