Files
RobustToolbox/Robust.Shared/Physics/PhysicsWakeMessage.cs
AcruidandGitHub f7e8178736 Added new ComponentEvents system in IEventBus. (#1601)
* Added new ComponentEventBus, combined it with IEventBus.

* Removed all traces of IEntity from ComponentDependencies.
Removed IEntityManager dependency from ComponentManager.

* Added entity create/delete events to IEntityManager.

* ComponentEvents now use EntitySystemMessages instead of their custom ComponentEvent class.

* Component events are now just overloads of entity events.

* Removed obsolete EntitySystemMessage, now everything uses the base EntityEventArgs.

* Add a bool argument for if the message should be broadcast as well as directed.
Fix ordering and init issues of events in EntityManager.

* Changed names from Component/Entity events to Directed/Broadcast.

* Fix bugs and unit tests.
2021-03-09 11:02:24 -08:00

26 lines
578 B
C#

using Robust.Shared.GameObjects;
namespace Robust.Shared.Physics
{
// Real pros use the system messages
public sealed class PhysicsWakeMessage : EntityEventArgs
{
public PhysicsComponent Body { get; }
public PhysicsWakeMessage(PhysicsComponent component)
{
Body = component;
}
}
public sealed class PhysicsSleepMessage : EntityEventArgs
{
public PhysicsComponent Body { get; }
public PhysicsSleepMessage(PhysicsComponent component)
{
Body = component;
}
}
}