* mechs * interaction relay * atmos handling * fuck around with interaction events SPAGHETTI CODE OH MY GOD * more sprites and whatever the hell * more mech shit * more shit for equipment * starting equipment (for nukie mechs and such) * equipment cycling * starting with some of the ui * a fat chunk of ui prototyping * done tinkering with ui * a bunch of ui stuff and what have yous * cleaning up grabber and state handling * make the ui actually functional + watch me port a million icons I swear i'll prune the sprites later blease * start on construction * construction yo mamma * remove some unused files * fix a silly * make the graph sane * make it actually constructible. * print the boards as well, bozo * rebalance part prices * eject action also i appease the russians by remembering to localize * Punch Shit * make mech integrity and repairs work * Make the UI more based STOMP STOMP STOMP STOMP * make equipment even more based * batteries and other such delights * make the ui look pimpin af * make the construction mega based * UI but so epic * equipment * some sweat tweaks * damage rebalancing * restructure tech * fix some shit * mechs inherit access * make icons actually use sprite specifiers * TRAILING COMMAA!!!!! * fix a mild indentation sin * undo this change because it isn't needed * actually fix this * secret webeditting shhhh * place this tech here * comments * foo
95 lines
2.6 KiB
C#
95 lines
2.6 KiB
C#
using JetBrains.Annotations;
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using Robust.Shared.Map;
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namespace Content.Shared.Interaction
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{
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public sealed class InteractHandEventArgs : EventArgs, ITargetedInteractEventArgs
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{
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public InteractHandEventArgs(EntityUid user, EntityUid target)
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{
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User = user;
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Target = target;
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}
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public EntityUid User { get; }
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public EntityUid Target { get; }
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}
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/// <summary>
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/// Raised directed on a target entity when it is interacted with by a user with an empty hand.
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/// </summary>
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[PublicAPI]
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public sealed class InteractHandEvent : HandledEntityEventArgs, ITargetedInteractEventArgs
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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 EntityUid User { get; }
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/// <summary>
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/// Entity that was interacted on.
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/// </summary>
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public EntityUid Target { get; }
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public InteractHandEvent(EntityUid user, EntityUid target)
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{
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User = user;
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Target = target;
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}
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}
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/// <summary>
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/// Low-level interaction event used for entities without hands.
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/// </summary>
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/// <remarks>
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/// SHIT IS CURSED.
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/// </remarks>
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//TODO: KILLLLLLL
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public sealed class InteractNoHandEvent : 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 EntityUid User;
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/// <summary>
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/// Entity that was interacted on.
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/// </summary>
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public EntityUid? Target;
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public EntityCoordinates ClickLocation;
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public InteractNoHandEvent(EntityUid user, EntityUid? target, EntityCoordinates clickLocation)
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{
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User = user;
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Target = target;
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ClickLocation = clickLocation;
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}
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}
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/// <summary>
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/// Reverse of the InteractNoHandEvent - raised on what was interacted on, rather than the other way around.
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/// </summary>
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public sealed class InteractedNoHandEvent : HandledEntityEventArgs
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{
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/// <summary>
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/// Entity that was interacted on
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/// </summary>
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public EntityUid Target;
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/// <summary>
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/// Entity that triggered this interaction
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/// </summary>
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public EntityUid User;
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public EntityCoordinates ClickLocation;
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public InteractedNoHandEvent(EntityUid target, EntityUid user, EntityCoordinates clickLocation)
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{
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Target = target;
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User = user;
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ClickLocation = clickLocation;
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}
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}
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}
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