* Added ClothingGotEquipped/ClothingGotUnequipped events * Better version * Implemented in a few places * More implementations * Add ClothingDidEquipped/ClothingDidUnequipped events
103 lines
3.3 KiB
C#
103 lines
3.3 KiB
C#
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using Content.Shared.Actions;
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using Content.Shared.Clothing.Components;
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namespace Content.Shared.Clothing;
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/// <summary>
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/// Raised directed at a piece of clothing to get the set of layers to show on the wearer's sprite
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/// </summary>
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public sealed class GetEquipmentVisualsEvent : EntityEventArgs
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{
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/// <summary>
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/// Entity that is wearing the item.
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/// </summary>
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public readonly EntityUid Equipee;
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public readonly string Slot;
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/// <summary>
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/// The layers that will be added to the entity that is wearing this item.
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/// </summary>
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/// <remarks>
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/// Note that the actual ordering of the layers depends on the order in which they are added to this list;
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/// </remarks>
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public List<(string, PrototypeLayerData)> Layers = new();
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public GetEquipmentVisualsEvent(EntityUid equipee, string slot)
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{
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Equipee = equipee;
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Slot = slot;
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}
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}
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/// <summary>
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/// Raised directed at a piece of clothing after its visuals have been updated.
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/// </summary>
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/// <remarks>
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/// Useful for systems/components that modify the visual layers that an item adds to a player. (e.g. RGB memes)
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/// </remarks>
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public sealed class EquipmentVisualsUpdatedEvent : EntityEventArgs
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{
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/// <summary>
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/// Entity that is wearing the item.
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/// </summary>
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public readonly EntityUid Equipee;
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public readonly string Slot;
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/// <summary>
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/// The layers that this item is now revealing.
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/// </summary>
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public HashSet<string> RevealedLayers;
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public EquipmentVisualsUpdatedEvent(EntityUid equipee, string slot, HashSet<string> revealedLayers)
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{
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Equipee = equipee;
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Slot = slot;
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RevealedLayers = revealedLayers;
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}
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}
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public sealed partial class ToggleMaskEvent : InstantActionEvent { }
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/// <summary>
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/// Event raised on the mask entity when it is toggled.
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/// </summary>
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[ByRefEvent]
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public readonly record struct ItemMaskToggledEvent(EntityUid Wearer, string? equippedPrefix, bool IsToggled, bool IsEquip);
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/// <summary>
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/// Event raised on the entity wearing the mask when it is toggled.
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/// </summary>
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[ByRefEvent]
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public readonly record struct WearerMaskToggledEvent(bool IsToggled);
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/// <summary>
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/// Raised on the clothing entity when it is equipped to a valid slot,
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/// as determined by <see cref="ClothingComponent.Slots"/>.
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/// </summary>
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[ByRefEvent]
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public readonly record struct ClothingGotEquippedEvent(EntityUid Wearer, ClothingComponent Clothing);
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/// <summary>
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/// Raised on the clothing entity when it is unequipped from a valid slot,
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/// as determined by <see cref="ClothingComponent.Slots"/>.
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/// </summary>
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[ByRefEvent]
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public readonly record struct ClothingGotUnequippedEvent(EntityUid Wearer, ClothingComponent Clothing);
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/// <summary>
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/// Raised on an entity when they equip a clothing item to a valid slot,
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/// as determined by <see cref="ClothingComponent.Slots"/>.
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/// </summary>
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[ByRefEvent]
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public readonly record struct ClothingDidEquippedEvent(Entity<ClothingComponent> Clothing);
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/// <summary>
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/// Raised on an entity when they unequip a clothing item from a valid slot,
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/// as determined by <see cref="ClothingComponent.Slots"/>.
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/// </summary>
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[ByRefEvent]
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public readonly record struct ClothingDidUnequippedEvent(Entity<ClothingComponent> Clothing);
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