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* init * handle check * oops * cleanup * fix resolve --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
76 lines
1.9 KiB
C#
76 lines
1.9 KiB
C#
using JetBrains.Annotations;
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namespace Content.Shared.Interaction;
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public sealed class InteractHandEventArgs : EventArgs, ITargetedInteractEventArgs
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{
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public InteractHandEventArgs(EntityUid user, EntityUid target)
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{
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User = user;
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Target = target;
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}
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public EntityUid User { get; }
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public EntityUid Target { get; }
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}
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/// <summary>
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/// Raised directed on a target entity when it is interacted with by a user with an empty hand.
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/// </summary>
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[PublicAPI]
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public sealed class InteractHandEvent : HandledEntityEventArgs, ITargetedInteractEventArgs
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{
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/// <summary>
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/// Entity that triggered the interaction.
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/// </summary>
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public EntityUid User { get; }
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/// <summary>
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/// Entity that was interacted on.
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/// </summary>
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public EntityUid Target { get; }
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public InteractHandEvent(EntityUid user, EntityUid target)
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{
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User = user;
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Target = target;
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}
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}
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/// <summary>
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/// Raised directed on the user when they interact with an entity with an empty hand.
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/// </summary>
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[PublicAPI]
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public sealed class UserInteractHandEvent : HandledEntityEventArgs, ITargetedInteractEventArgs
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{
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/// <summary>
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/// Entity that triggered the interaction.
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/// </summary>
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public EntityUid User { get; }
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/// <summary>
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/// Entity that was interacted on.
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/// </summary>
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public EntityUid Target { get; }
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public UserInteractHandEvent(EntityUid user, EntityUid target)
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{
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User = user;
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Target = target;
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}
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}
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/// <summary>
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/// Raised on the user before interacting on an entity with bare hand.
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/// Interaction is cancelled if this event is handled, so set it to true if you do custom interaction logic.
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/// </summary>
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public sealed class BeforeInteractHandEvent : HandledEntityEventArgs
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{
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public EntityUid Target { get; }
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public BeforeInteractHandEvent(EntityUid target)
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{
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Target = target;
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}
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}
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