53 lines
1.5 KiB
C#
53 lines
1.5 KiB
C#
using SS14.Shared.GameObjects;
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using SS14.Shared.Serialization;
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using System;
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using System.Collections.Generic;
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namespace Content.Shared.GameObjects
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{
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public abstract class SharedHandsComponent : Component
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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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public sealed override Type StateType => typeof(HandsComponentState);
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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 Dictionary<string, EntityUid> Hands;
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public readonly string ActiveIndex;
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public HandsComponentState(Dictionary<string, EntityUid> 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 activates the inhand, presumed for now the activation will occur only on the active hand
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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 ActivateInhandMsg()
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{
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Directed = true;
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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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}
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