* Explosions * fix yaml typo and prevent silly UI inputs * oop Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
62 lines
1.6 KiB
C#
62 lines
1.6 KiB
C#
using System;
|
|
using System.Linq;
|
|
using JetBrains.Annotations;
|
|
using Robust.Shared.GameObjects;
|
|
using Robust.Shared.Map;
|
|
|
|
namespace Content.Shared.Acts
|
|
{
|
|
/// <summary>
|
|
/// This interface gives components behavior on getting destroyed.
|
|
/// </summary>
|
|
public interface IDestroyAct
|
|
{
|
|
/// <summary>
|
|
/// Called when object is destroyed
|
|
/// </summary>
|
|
void OnDestroy(DestructionEventArgs eventArgs);
|
|
}
|
|
|
|
public sealed class DestructionEventArgs : EntityEventArgs { }
|
|
|
|
public sealed class BreakageEventArgs : EntityEventArgs { }
|
|
|
|
public interface IBreakAct
|
|
{
|
|
/// <summary>
|
|
/// Called when object is broken
|
|
/// </summary>
|
|
void OnBreak(BreakageEventArgs eventArgs);
|
|
}
|
|
|
|
[UsedImplicitly]
|
|
public sealed class ActSystem : EntitySystem
|
|
{
|
|
public void HandleDestruction(EntityUid owner)
|
|
{
|
|
var eventArgs = new DestructionEventArgs();
|
|
|
|
RaiseLocalEvent(owner, eventArgs, false);
|
|
var destroyActs = EntityManager.GetComponents<IDestroyAct>(owner).ToList();
|
|
|
|
foreach (var destroyAct in destroyActs)
|
|
{
|
|
destroyAct.OnDestroy(eventArgs);
|
|
}
|
|
|
|
QueueDel(owner);
|
|
}
|
|
|
|
public void HandleBreakage(EntityUid owner)
|
|
{
|
|
var eventArgs = new BreakageEventArgs();
|
|
RaiseLocalEvent(owner, eventArgs, false);
|
|
var breakActs = EntityManager.GetComponents<IBreakAct>(owner).ToList();
|
|
foreach (var breakAct in breakActs)
|
|
{
|
|
breakAct.OnBreak(eventArgs);
|
|
}
|
|
}
|
|
}
|
|
}
|