Files
RobustToolbox/Robust.Client/Interfaces/GameObjects/Components/IClientClickableComponent.cs
T

26 lines
988 B
C#

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
{
/// <summary>
/// Used to check whether a click worked.
/// </summary>
/// <param name="worldPos">The world position that was clicked.</param>
/// <param name="drawdepth">
/// The draw depth for the sprite that captured the click.
/// Used by <see cref="GameScreen" /> to sort and pick the highest successful one when multiple overlapping entities passed.
/// </param>
/// <returns>True if the click worked, false otherwise.</returns>
bool CheckClick(Vector2 worldPos, out int drawdepth);
}
}