Files
RobustToolbox/Robust.Server/GameObjects/Components/Actor/BasicActorComponent.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

76 lines
2.0 KiB
C#

using System;
using Robust.Server.Player;
using Robust.Shared.GameObjects;
using Robust.Shared.ViewVariables;
namespace Robust.Server.GameObjects
{
public class BasicActorComponent : Component, IActorComponent
{
public override string Name => "BasicActor";
[ViewVariables] public IPlayerSession playerSession { get; internal set; } = default!;
/// <inheritdoc />
protected override void Shutdown()
{
base.Shutdown();
// Warning: careful here, Detach removes this component, make sure this is after the base shutdown
// to prevent infinite recursion
// ReSharper disable once ConstantConditionalAccessQualifier
playerSession?.DetachFromEntity();
}
}
/// <summary>
/// Raised on an entity whenever a player attaches to this entity.
/// </summary>
[Serializable]
public class PlayerAttachedMsg : ComponentMessage
{
public IPlayerSession NewPlayer { get; }
public PlayerAttachedMsg(IPlayerSession newPlayer)
{
NewPlayer = newPlayer;
}
}
/// <summary>
/// Raised on an entity whenever a player detaches from this entity.
/// </summary>
[Serializable]
public class PlayerDetachedMsg : ComponentMessage
{
public IPlayerSession OldPlayer { get; }
public PlayerDetachedMsg(IPlayerSession oldPlayer)
{
OldPlayer = oldPlayer;
}
}
public class PlayerAttachSystemMessage : EntityEventArgs
{
public PlayerAttachSystemMessage(IEntity entity, IPlayerSession newPlayer)
{
Entity = entity;
NewPlayer = newPlayer;
}
public IEntity Entity { get; }
public IPlayerSession NewPlayer { get; }
}
public class PlayerDetachedSystemMessage : EntityEventArgs
{
public PlayerDetachedSystemMessage(IEntity entity)
{
Entity = entity;
}
public IEntity Entity { get; }
}
}