Files
tbd-station-14/Content.Shared/Interfaces/GameObjects/Components/Interaction/IAfterInteract.cs
chairbender 7a3c281f60 Actions System + UI (#2710)
Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
2020-12-13 23:28:20 +01:00

78 lines
2.6 KiB
C#

using System;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Map;
namespace Content.Shared.Interfaces.GameObjects.Components
{
/// <summary>
/// This interface gives components a behavior when their entity is in the active hand, when
/// clicking on another object and no interaction occurs, at any range. This includes
/// clicking on an object in the world as well as clicking on an object in inventory.
/// </summary>
public interface IAfterInteract
{
/// <summary>
/// Called when we interact with nothing, or when we interact with an entity out of range that has no behavior
/// </summary>
void AfterInteract(AfterInteractEventArgs eventArgs);
}
public class AfterInteractEventArgs : EventArgs
{
public IEntity User { get; set; }
public EntityCoordinates ClickLocation { get; set; }
public IEntity Target { get; set; }
public bool CanReach { get; set; }
}
/// <summary>
/// Raised when clicking on another object and no attack event was handled.
/// </summary>
[PublicAPI]
public class AfterInteractMessage : EntitySystemMessage
{
/// <summary>
/// If this message has already been "handled" by a previous system.
/// </summary>
public bool Handled { get; set; }
/// <summary>
/// Entity that triggered the attack.
/// </summary>
public IEntity User { get; }
/// <summary>
/// Entity that the User attacked with.
/// </summary>
public IEntity ItemInHand { get; set; }
/// <summary>
/// Entity that was attacked. This can be null if the attack did not click on an entity.
/// </summary>
public IEntity Attacked { get; }
/// <summary>
/// Location that the user clicked outside of their interaction range.
/// </summary>
public EntityCoordinates ClickLocation { get; }
/// <summary>
/// Is the click location close enough to reach by the player? This does not check for obstructions, just that the target is within
/// reach radius around the user.
/// </summary>
public bool CanReach { get; }
public AfterInteractMessage(IEntity user, IEntity itemInHand, IEntity attacked, EntityCoordinates clickLocation, bool canReach)
{
User = user;
Attacked = attacked;
ClickLocation = clickLocation;
ItemInHand = itemInHand;
CanReach = canReach;
}
}
}