* Engine namespace changes.
* Automated remove redundant using statements.
* Simplified Graphics namespace.
* Apparently the container system stores full type names in the map file.😞 This updates those names.
* API Changes to LocalizationManager.LoadCulture.
* Update submodule to v0.3.2
147 lines
3.8 KiB
C#
147 lines
3.8 KiB
C#
#nullable enable
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using System;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Map;
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using Robust.Shared.Serialization;
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namespace Content.Shared.GameObjects.Components.Items
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{
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public abstract class SharedHandsComponent : Component, ISharedHandsComponent
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{
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public sealed override string Name => "Hands";
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public sealed override uint? NetID => ContentNetIDs.HANDS;
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/// <returns>true if the item is in one of the hands</returns>
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public abstract bool IsHolding(IEntity item);
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}
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[Serializable, NetSerializable]
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public sealed class SharedHand
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{
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public readonly int Index;
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public readonly string Name;
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public readonly EntityUid? EntityUid;
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public readonly HandLocation Location;
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public readonly bool Enabled;
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public SharedHand(int index, string name, EntityUid? entityUid, HandLocation location, bool enabled)
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{
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Index = index;
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Name = name;
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EntityUid = entityUid;
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Location = location;
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Enabled = enabled;
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}
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}
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// The IDs of the items get synced over the network.
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[Serializable, NetSerializable]
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public class HandsComponentState : ComponentState
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{
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public readonly SharedHand[] Hands;
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public readonly string? ActiveIndex;
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public HandsComponentState(SharedHand[] hands, string? activeIndex) : base(ContentNetIDs.HANDS)
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{
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Hands = hands;
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ActiveIndex = activeIndex;
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}
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}
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/// <summary>
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/// A message that calls the use interaction on an item in hand, presumed for now the interaction will occur only on the active hand.
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/// </summary>
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[Serializable, NetSerializable]
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public class UseInHandMsg : ComponentMessage
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{
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public UseInHandMsg()
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{
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Directed = true;
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}
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}
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/// <summary>
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/// A message that calls the activate interaction on the item in Index.
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/// </summary>
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[Serializable, NetSerializable]
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public class ActivateInHandMsg : ComponentMessage
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{
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public string Index { get; }
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public ActivateInHandMsg(string index)
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{
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Directed = true;
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Index = index;
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}
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}
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[Serializable, NetSerializable]
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public class ClientAttackByInHandMsg : ComponentMessage
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{
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public string Index { get; }
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public ClientAttackByInHandMsg(string index)
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{
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Directed = true;
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Index = index;
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}
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}
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[Serializable, NetSerializable]
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public class ClientChangedHandMsg : ComponentMessage
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{
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public string Index { get; }
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public ClientChangedHandMsg(string index)
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{
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Directed = true;
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Index = index;
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}
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}
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[Serializable, NetSerializable]
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public class HandEnabledMsg : ComponentMessage
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{
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public string Name { get; }
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public HandEnabledMsg(string name)
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{
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Name = name;
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}
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}
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[Serializable, NetSerializable]
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public class HandDisabledMsg : ComponentMessage
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{
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public string Name { get; }
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public HandDisabledMsg(string name)
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{
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Name = name;
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}
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}
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public enum HandLocation : byte
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{
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Left,
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Middle,
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Right
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}
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/// <summary>
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/// Component message for displaying an animation of an entity flying towards the owner of a HandsComponent
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/// </summary>
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[Serializable, NetSerializable]
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public class AnimatePickupEntityMessage : ComponentMessage
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{
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public readonly EntityUid EntityId;
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public readonly EntityCoordinates EntityPosition;
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public AnimatePickupEntityMessage(EntityUid entity, EntityCoordinates entityPosition)
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{
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Directed = true;
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EntityId = entity;
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EntityPosition = entityPosition;
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}
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}
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}
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