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

73 lines
2.1 KiB
C#

using System;
using Content.Shared.Hands;
using JetBrains.Annotations;
using Robust.Shared.Analyzers;
using Robust.Shared.GameObjects;
namespace Content.Shared.Inventory
{
/// <summary>
/// This interface gives components behavior when their entity is put in a non-hand inventory slot,
/// regardless of where it came from. This includes moving the entity from a hand slot into a non-hand slot
/// (which would also fire <see cref="IUnequippedHand"/>).
///
/// This DOES NOT fire when putting the entity into a hand slot (<see cref="IEquippedHand"/>), nor
/// does it fire when putting the entity into held/equipped storage.
/// </summary>
[RequiresExplicitImplementation]
public interface IEquipped
{
[Obsolete("Use EquippedMessage instead")]
void Equipped(EquippedEventArgs eventArgs);
}
public abstract class UserEventArgs : EventArgs
{
public IEntity User { get; }
protected UserEventArgs(IEntity user)
{
User = user;
}
}
public class EquippedEventArgs : UserEventArgs
{
public EquippedEventArgs(IEntity user, EquipmentSlotDefines.Slots slot) : base(user)
{
Slot = slot;
}
public EquipmentSlotDefines.Slots Slot { get; }
}
/// <summary>
/// Raised when equipping an entity in an inventory slot.
/// </summary>
[PublicAPI]
public class EquippedEvent : HandledEntityEventArgs
{
/// <summary>
/// Entity that equipped the item.
/// </summary>
public IEntity User { get; }
/// <summary>
/// Item that was equipped.
/// </summary>
public IEntity Equipped { get; }
/// <summary>
/// Slot that the item was placed into.
/// </summary>
public EquipmentSlotDefines.Slots Slot { get; }
public EquippedEvent(IEntity user, IEntity equipped, EquipmentSlotDefines.Slots slot)
{
User = user;
Equipped = equipped;
Slot = slot;
}
}
}