33 lines
1.1 KiB
C#
33 lines
1.1 KiB
C#
using System.Numerics;
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using Content.Shared.Inventory;
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using Content.Shared.Movement.Systems;
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namespace Content.Shared.Camera;
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/// <summary>
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/// Raised directed by-ref when <see cref="SharedContentEyeSystem.UpdateEyeOffset"/> is called.
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/// Should be subscribed to by any systems that want to modify an entity's eye offset,
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/// so that they do not override each other.
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/// </summary>
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/// <param name="Offset">
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/// The total offset to apply.
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/// </param>
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/// <remarks>
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/// Note that in most cases <see cref="Offset"/> should be incremented or decremented by subscribers, not set.
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/// Otherwise, any offsets applied by previous subscribing systems will be overridden.
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/// </remarks>
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[ByRefEvent]
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public record struct GetEyeOffsetEvent(Vector2 Offset);
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/// <summary>
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/// Raised on any equipped and in-hand items that may modify the eye offset.
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/// Pockets and suitstorage are excluded.
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/// </summary>
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[ByRefEvent]
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public sealed class GetEyeOffsetRelayedEvent : EntityEventArgs, IInventoryRelayEvent
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{
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public SlotFlags TargetSlots { get; } = ~(SlotFlags.POCKET & SlotFlags.SUITSTORAGE);
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public Vector2 Offset;
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}
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