42 lines
1.7 KiB
C#
42 lines
1.7 KiB
C#
using Robust.Shared.GameObjects;
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namespace Content.Shared.Actions.Behaviors
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{
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/// <summary>
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/// Action which can be toggled on and off
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/// </summary>
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public interface IToggleAction : IActionBehavior
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{
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/// <summary>
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/// Invoked when the action will be toggled on/off.
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/// Implementation should perform the server side logic of whatever
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/// happens when it is toggled on / off.
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/// </summary>
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/// <returns>true if the attempt to toggle was successful, meaning the state should be toggled to the desired value.
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/// False to leave toggle status unchanged. This is NOT returning the new toggle status, it is only returning
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/// whether the attempt to toggle to the indicated status was successful.
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///
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/// Note that it's still okay if the implementation directly modifies toggle status via SharedActionsComponent,
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/// this is just an additional level of safety to ensure implementations will always
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/// explicitly indicate if the toggle status should be changed.</returns>
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bool DoToggleAction(ToggleActionEventArgs args);
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}
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public class ToggleActionEventArgs : ActionEventArgs
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{
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/// <summary>
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/// True if the toggle is attempting to be toggled on, false if attempting to toggle off
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/// </summary>
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public readonly bool ToggledOn;
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/// <summary>
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/// Opposite of ToggledOn
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/// </summary>
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public bool ToggledOff => !ToggledOn;
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public ToggleActionEventArgs(IEntity performer, ActionType actionType, bool toggledOn) : base(performer, actionType)
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{
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ToggledOn = toggledOn;
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}
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}
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}
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