* 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>
56 lines
1.4 KiB
C#
56 lines
1.4 KiB
C#
#nullable enable
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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.Interfaces.GameObjects.Components
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{
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/// <summary>
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/// This interface gives components behavior when they're held on the selected hand.
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/// </summary>
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[RequiresExplicitImplementation]
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public interface IHandSelected
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{
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void HandSelected(HandSelectedEventArgs eventArgs);
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}
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public class HandSelectedEventArgs : EventArgs
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{
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public HandSelectedEventArgs(IEntity user)
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{
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User = user;
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}
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public IEntity User { get; }
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}
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/// <summary>
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/// Raised when an entity item in a hand is selected.
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/// </summary>
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[PublicAPI]
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public class HandSelectedMessage : EntitySystemMessage
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{
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/// <summary>
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/// If this message has already been "handled" by a previous system.
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/// </summary>
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public bool Handled { get; set; }
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/// <summary>
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/// Entity that owns the selected hand.
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/// </summary>
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public IEntity User { get; }
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/// <summary>
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/// The item in question.
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/// </summary>
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public IEntity Item { get; }
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public HandSelectedMessage(IEntity user, IEntity item)
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{
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User = user;
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Item = item;
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}
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}
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}
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