* Create ItemSlotButton * Refactor inventory buttons Refactor so that KeyBind handling of inventory and hands are the same. * Refactor InventoryInterfaceController to call ItemSlotManager with entities This change allows HandsGUI and InventoryInterfaceController to just call ItemSlotManager.OnButtonPressed with an entity instead of a slot. * Add CooldownCircle to ItemSlotButton This allows Hands and Inventory to have cooldown circles on their ItemSlots. * Refactor HandsGUI to use ItemSlots This allows functionality and GUI to be the same between Inventory and Hands. Added clicking empty hand to switch ActiveHand to clicked hand. * Implement CooldownCircle in ItemSlotManager Reorganize files
18 lines
467 B
C#
18 lines
467 B
C#
using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Client.Interfaces.GameObjects
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{
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// HYPER SIMPLE HANDS API CLIENT SIDE.
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// To allow for showing the HUD, mostly.
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public interface IHandsComponent
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{
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IEntity GetEntity(string index);
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string ActiveIndex { get; }
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IEntity ActiveHand { get; }
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void SendChangeHand(string index);
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void AttackByInHand(string index);
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void UseActiveHand();
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}
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}
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