using Robust.Client.State.States; using Robust.Shared.Enums; using Robust.Shared.GameObjects; using Robust.Shared.Input; using Robust.Shared.Interfaces.GameObjects; using Robust.Shared.Interfaces.GameObjects.Components; using Robust.Shared.Map; using Robust.Shared.Maths; namespace Robust.Client.Interfaces.GameObjects.Components { public interface IClientClickableComponent : IClickableComponent { /// /// Used to check whether a click worked. /// /// The world position that was clicked. /// /// The draw depth for the sprite that captured the click. /// Used by to sort and pick the highest successful one when multiple overlapping entities passed. /// /// True if the click worked, false otherwise. bool CheckClick(Vector2 worldPos, out int drawdepth); } }