Files
tbd-station-14/Content.Shared/Hands/IEquippedHand.cs
2021-07-16 17:37:09 -07:00

62 lines
1.8 KiB
C#

using System;
using Content.Shared.Hands.Components;
using Content.Shared.Inventory;
using JetBrains.Annotations;
using Robust.Shared.Analyzers;
using Robust.Shared.GameObjects;
namespace Content.Shared.Hands
{
/// <summary>
/// This interface gives components behavior when their entity is put in a hand inventory slot,
/// even if it came from another hand slot (which would also fire <see cref="IUnequippedHand"/>).
/// This includes moving the entity from a non-hand slot into a hand slot
/// (which would also fire <see cref="IUnequipped"/>).
/// </summary>
[RequiresExplicitImplementation]
public interface IEquippedHand
{
[Obsolete("Use EquippedHandMessage instead")]
void EquippedHand(EquippedHandEventArgs eventArgs);
}
public class EquippedHandEventArgs : UserEventArgs
{
public EquippedHandEventArgs(IEntity user, HandState hand) : base(user)
{
Hand = hand;
}
public HandState Hand { get; }
}
/// <summary>
/// Raised when putting an entity into a hand slot
/// </summary>
[PublicAPI]
public class EquippedHandEvent : HandledEntityEventArgs
{
/// <summary>
/// Entity that equipped the item.
/// </summary>
public IEntity User { get; }
/// <summary>
/// Item that was equipped.
/// </summary>
public IEntity Equipped { get; }
/// <summary>
/// Hand that the item was placed into.
/// </summary>
public HandState Hand { get; }
public EquippedHandEvent(IEntity user, IEntity equipped, HandState hand)
{
User = user;
Equipped = equipped;
Hand = hand;
}
}
}