Files
RobustToolbox/Robust.Server/GameObjects/EntitySystemMessages/EntityTileMessage.cs
T
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

25 lines
709 B
C#

using System.Collections.Generic;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Maths;
namespace Robust.Server.GameObjects
{
/// <summary>
/// Event for when the intersecting Vector2i of an entity changes.
/// Not called for space (given no tiles).
/// </summary>
/// <remarks>
/// List is empty if it's no longer intersecting any.
/// </remarks>
public sealed class TileLookupUpdateMessage : EntityEventArgs
{
public Dictionary<GridId, List<Vector2i>>? NewIndices { get; }
public TileLookupUpdateMessage(Dictionary<GridId, List<Vector2i>>? indices)
{
NewIndices = indices;
}
}
}