Files
tbd-station-14/Content.Shared/Interaction/BeforeInteract.cs

69 lines
2.1 KiB
C#

using JetBrains.Annotations;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
namespace Content.Shared.Interaction
{
/// <summary>
/// Raised directed on the used object when clicking on another object before an interaction is handled.
/// </summary>
[PublicAPI]
public class BeforeInteractEvent : HandledEntityEventArgs
{
/// <summary>
/// Entity that triggered the interaction.
/// </summary>
public IEntity User { get; }
/// <summary>
/// Entity that triggered the interaction.
/// </summary>
public EntityUid UserUid => User.Uid;
/// <summary>
/// Entity that the user used to interact.
/// </summary>
public IEntity Used { get; }
/// <summary>
/// Entity that the user used to interact.
/// </summary>
public EntityUid UsedUid => Used.Uid;
/// <summary>
/// Entity that was interacted on. This can be null if the attack did not click on an entity.
/// </summary>
public IEntity? Target { get; }
/// <summary>
/// Entity that was interacted on. This can be null if the attack did not click on an entity.
/// </summary>
public EntityUid? TargetUid => Target?.Uid;
/// <summary>
/// Location that the user clicked outside of their interaction range.
/// </summary>
public EntityCoordinates ClickLocation { get; }
/// <summary>
/// Is the click location close enough to reach by the player? This does not check for obstructions, just that the target is within
/// reach radius around the user.
/// </summary>
public bool CanReach { get; }
public BeforeInteractEvent(
IEntity user,
IEntity used,
IEntity? target,
EntityCoordinates clickLocation,
bool canReach)
{
User = user;
Used = used;
Target = target;
ClickLocation = clickLocation;
CanReach = canReach;
}
}
}