Files
tbd-station-14/Content.Shared/Interfaces/GameObjects/Components/Interaction/IEquipped.cs
Acruid ca4fd649fe Massive Namespace Cleanup (#3120)
* Engine namespace changes.

* Automated remove redundant using statements.

* Simplified Graphics namespace.

* Apparently the container system stores full type names in the map file.😞 This updates those names.

* API Changes to LocalizationManager.LoadCulture.

* Update submodule to v0.3.2
2021-02-11 01:13:03 -08:00

77 lines
2.2 KiB
C#

using System;
using Content.Shared.GameObjects.Components.Inventory;
using JetBrains.Annotations;
using Robust.Shared.Analyzers;
using Robust.Shared.GameObjects;
namespace Content.Shared.Interfaces.GameObjects.Components
{
/// <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
{
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 the entity in an inventory slot.
/// </summary>
[PublicAPI]
public class EquippedMessage : EntitySystemMessage
{
/// <summary>
/// If this message has already been "handled" by a previous system.
/// </summary>
public bool Handled { get; set; }
/// <summary>
/// Entity that equipped the item.
/// </summary>
public IEntity User { get; }
/// <summary>
/// Item that was equipped.
/// </summary>
public IEntity Equipped { get; }
/// <summary>
/// Slot where the item was placed.
/// </summary>
public EquipmentSlotDefines.Slots Slot { get; }
public EquippedMessage(IEntity user, IEntity equipped, EquipmentSlotDefines.Slots slot)
{
User = user;
Equipped = equipped;
Slot = slot;
}
}
}