Files
tbd-station-14/Content.Shared/Clothing/ClothingEvents.cs
themias b503fe5864 Add face bandanas (#24597)
* add face bandanas

* oops

* make face bandanas butcherable, also one bite

* oops

* Add mouth IdentityBlocker to bandanas

* refactor to use foldablecomponent

* remove some leftover bits

* remove HamsterWearable until face sprite updated

* oops

* review changes

* remove a few unneeded bits
2024-02-04 11:52:44 +11:00

74 lines
2.1 KiB
C#

using Content.Shared.Actions;
namespace Content.Shared.Clothing;
/// <summary>
/// Raised directed at a piece of clothing to get the set of layers to show on the wearer's sprite
/// </summary>
public sealed class GetEquipmentVisualsEvent : EntityEventArgs
{
/// <summary>
/// Entity that is wearing the item.
/// </summary>
public readonly EntityUid Equipee;
public readonly string Slot;
/// <summary>
/// The layers that will be added to the entity that is wearing this item.
/// </summary>
/// <remarks>
/// Note that the actual ordering of the layers depends on the order in which they are added to this list;
/// </remarks>
public List<(string, PrototypeLayerData)> Layers = new();
public GetEquipmentVisualsEvent(EntityUid equipee, string slot)
{
Equipee = equipee;
Slot = slot;
}
}
/// <summary>
/// Raised directed at a piece of clothing after its visuals have been updated.
/// </summary>
/// <remarks>
/// Useful for systems/components that modify the visual layers that an item adds to a player. (e.g. RGB memes)
/// </remarks>
public sealed class EquipmentVisualsUpdatedEvent : EntityEventArgs
{
/// <summary>
/// Entity that is wearing the item.
/// </summary>
public readonly EntityUid Equipee;
public readonly string Slot;
/// <summary>
/// The layers that this item is now revealing.
/// </summary>
public HashSet<string> RevealedLayers;
public EquipmentVisualsUpdatedEvent(EntityUid equipee, string slot, HashSet<string> revealedLayers)
{
Equipee = equipee;
Slot = slot;
RevealedLayers = revealedLayers;
}
}
public sealed partial class ToggleMaskEvent : InstantActionEvent { }
/// <summary>
/// Event raised on the mask entity when it is toggled.
/// </summary>
[ByRefEvent]
public readonly record struct ItemMaskToggledEvent(EntityUid Wearer, string? equippedPrefix, bool IsToggled, bool IsEquip);
/// <summary>
/// Event raised on the entity wearing the mask when it is toggled.
/// </summary>
[ByRefEvent]
public readonly record struct WearerMaskToggledEvent(bool IsToggled);