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