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RobustToolbox projects should be named Robust.* This PR changes the RobustToolbox projects from SS14.* to Robust.* Updates SS14.* prefixes/namespaces to Robust.* Updates SpaceStation14.sln to RobustToolbox.sln Updates MSBUILD/SS14.* to MSBUILD/Robust.* Updates CSProject and MSBuild references for the above Updates git_helper.py Removes Runserver and Runclient as they are unusable
42 lines
1.6 KiB
C#
42 lines
1.6 KiB
C#
using Robust.Client.State.States;
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using Robust.Shared.Enums;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Input;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.GameObjects.Components;
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using Robust.Shared.Map;
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namespace Robust.Client.Interfaces.GameObjects.Components
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{
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public interface IClientClickableComponent : IClickableComponent
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{
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/// <summary>
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/// Used to check whether a click worked.
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/// </summary>
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/// <param name="worldPos">The world position that was clicked.</param>
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/// <param name="drawdepth">
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/// The draw depth for the sprite that captured the click.
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/// Used by <see cref="GameScreen" /> to sort and pick the highest successful one when multiple overlapping entities passed.
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/// </param>
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/// <returns>True if the click worked, false otherwise.</returns>
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bool CheckClick(GridCoordinates worldPos, out int drawdepth);
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/// <summary>
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/// Sends the click to the sister component on the server and things subscribed to
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/// </summary>
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/// <param name="userUID">The entity owned by the player that clicked.</param>
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/// <param name="clickType">See <see cref="MouseClickType" />.</param>
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void DispatchClick(IEntity user, ClickType clickType);
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/// <summary>
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/// Invoked whenever the mouse hovers over this entity.
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/// </summary>
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void OnMouseEnter();
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/// <summary>
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/// Invoked whenever the mouse stops hovering over this entity.
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/// </summary>
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void OnMouseLeave();
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}
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}
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