* Make mechanisms properly update and fix eating and drinking * Remove outdated component ignores * Fix nullable error * Fix mechanism behavior events * Remove unnecessary code
109 lines
4.4 KiB
C#
109 lines
4.4 KiB
C#
#nullable enable
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using Content.Shared.GameObjects.Components.Body.Mechanism;
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using Content.Shared.GameObjects.Components.Body.Part;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Serialization;
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namespace Content.Shared.GameObjects.Components.Body.Behavior
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{
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public interface IMechanismBehavior : IExposeData
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{
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IBody? Body { get; }
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IBodyPart? Part { get; }
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/// <summary>
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/// Upward reference to the parent <see cref="IMechanism"/> that this
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/// behavior is attached to.
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/// </summary>
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IMechanism Parent { get; }
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/// <summary>
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/// The entity that owns <see cref="Parent"/>.
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/// For the entity owning the body that this mechanism may be in,
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/// see <see cref="IBody.Owner"/>
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/// </summary>
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IEntity Owner { get; }
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void Initialize(IMechanism parent);
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void Startup();
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void Update(float frameTime);
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/// <summary>
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/// Called when the containing <see cref="IBodyPart"/> is attached to a
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/// <see cref="IBody"/>.
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/// For instance, attaching a head with a brain inside to a body.
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/// DO NOT CALL THIS DIRECTLY FROM OUTSIDE BODY SYSTEM CODE!
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/// </summary>
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/// <param name="body">
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/// The body that the containing <see cref="IMechanism"/> was added to.
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/// </param>
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void AddedToBody(IBody body);
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/// <summary>
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/// Called when the parent <see cref="IMechanism"/> is
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/// added into a <see cref="IBodyPart"/> that is not attached to a
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/// <see cref="IBody"/>.
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/// For instance, adding a brain to a dismembered head.
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/// DO NOT CALL THIS DIRECTLY FROM OUTSIDE BODY SYSTEM CODE!
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/// </summary>
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/// <param name="part">
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/// The part that the containing <see cref="IMechanism"/> was added to.
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/// </param>
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void AddedToPart(IBodyPart part);
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/// <summary>
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/// Called when the parent <see cref="IMechanism"/> is added to a
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/// <see cref="IBodyPart"/> that is attached to a <see cref="IBody"/>.
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/// For instance, adding a brain to a head that is attached to a body.
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/// DO NOT CALL THIS DIRECTLY FROM OUTSIDE BODY SYSTEM CODE!
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/// </summary>
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/// <param name="body">
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/// The body that the containing <see cref="IMechanism"/> was added to.
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/// </param>
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/// <param name="part">
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/// The part that the containing <see cref="IMechanism"/> was added to.
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/// </param>
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void AddedToPartInBody(IBody body, IBodyPart part);
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/// <summary>
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/// Called when the parent <see cref="IBodyPart"/> is removed from a
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/// <see cref="IBody"/>.
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/// For instance, removing a head with a brain inside from a body.
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/// DO NOT CALL THIS DIRECTLY FROM OUTSIDE BODY SYSTEM CODE!
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/// </summary>
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/// <param name="old">
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/// The body that the containing <see cref="IMechanism"/> was removed from.
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/// </param>
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void RemovedFromBody(IBody old);
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/// <summary>
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/// Called when the parent <see cref="IMechanism"/> is
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/// removed from a <see cref="IBodyPart"/> that is not attached to a
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/// <see cref="IBody"/>.
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/// For instance, removing a brain from a dismembered head.
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/// DO NOT CALL THIS DIRECTLY FROM OUTSIDE BODY SYSTEM CODE!
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/// </summary>
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/// <param name="old">
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/// The part that the containing <see cref="IMechanism"/> was removed from.
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/// </param>
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void RemovedFromPart(IBodyPart old);
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/// <summary>
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/// Called when the parent <see cref="IMechanism"/> is removed from a
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/// <see cref="IBodyPart"/> that is attached to a <see cref="IBody"/>.
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/// For instance, removing a brain from a head that is attached to a body.
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/// DO NOT CALL THIS DIRECTLY FROM OUTSIDE BODY SYSTEM CODE!
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/// </summary>
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/// <param name="oldBody">
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/// The body that the containing <see cref="IMechanism"/> was removed from.
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/// </param>
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/// <param name="oldPart">
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/// The part that the containing <see cref="IMechanism"/> was removed from.
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/// </param>
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void RemovedFromPartInBody(IBody oldBody, IBodyPart oldPart);
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}
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}
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