* some work * equip: done unequip: todo * unequipping done & refactored events * workin * movin * reee namespaces * stun * mobstate * fixes * some work on events * removes serverside itemcomp & misc fixes * work * smol merge fix * ports template to prototype & finishes ui * moves relay & adds containerenumerator * actions & cuffs * my god what is actioncode * more fixes * im loosing my grasp on reality * more fixes * more work * explosions * yes * more work * more fixes * merge master & misc fixed because i forgot to commit before merging master * more fixes * fixes * moar * more work * moar fixes * suffixmap * more work on client * motivation low * no. no containers * mirroring client to server * fixes * move serverinvcomp * serverinventorycomponent is dead * gaming * only strippable & ai left... * only ai and richtext left * fixes ai * fixes * fixes sprite layers * more fixes * resolves optional * yes * stable™️ * fixes * moar fixes * moar * fix some tests * lmao * no comment * good to merge™️ * fixes build but for real * adresses some reviews * adresses some more reviews * nullables, yo * fixes lobbyscreen * timid refactor to differentiate actor & target * adresses more reviews * more * my god what a mess * removed the rest of duplicates * removed duplicate slotflags and renamed shoes to feet * removes another unused one * yes * fixes lobby & makes tryunequip return unequipped item * fixes * some funny renames * fixes * misc improvements to attemptevents * fixes * merge fixes Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
32 lines
1.2 KiB
C#
32 lines
1.2 KiB
C#
using System;
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using Content.Client.Items.UI;
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using Robust.Client.UserInterface;
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using Robust.Shared.GameObjects;
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namespace Content.Client.Items.Managers
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{
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public interface IItemSlotManager
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{
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bool OnButtonPressed(GUIBoundKeyEventArgs args, EntityUid item);
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void UpdateCooldown(ItemSlotButton? cooldownTexture, EntityUid entity);
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bool SetItemSlot(ItemSlotButton button, EntityUid? entity);
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void HoverInSlot(ItemSlotButton button, EntityUid entity, bool fits);
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event Action<EntitySlotHighlightedEventArgs>? EntityHighlightedUpdated;
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bool IsHighlighted(EntityUid? uid);
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/// <summary>
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/// Highlight all slot controls that contain the specified entity.
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/// </summary>
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/// <param name="uid">The UID of the entity to highlight.</param>
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/// <seealso cref="UnHighlightEntity"/>
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void HighlightEntity(EntityUid uid);
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/// <summary>
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/// Remove highlighting for the specified entity.
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/// </summary>
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/// <param name="uid">The UID of the entity to unhighlight.</param>
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/// <seealso cref="HighlightEntity"/>
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void UnHighlightEntity(EntityUid uid);
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}
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}
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