Click Drag Functionality + Refactor Interaction Interfaces (#1125)
Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
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using System;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Server.Interfaces.GameObjects.Components.Interaction
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{
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/// <summary>
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/// This interface gives components behavior when using the entity in your hands
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/// </summary>
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public interface IUse
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{
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/// <summary>
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/// Called when we activate an object we are holding to use it
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/// </summary>
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/// <returns></returns>
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bool UseEntity(UseEntityEventArgs eventArgs);
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}
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public class UseEntityEventArgs : EventArgs
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{
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public IEntity User { get; set; }
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}
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/// <summary>
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/// Raised when using the entity in your hands.
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/// </summary>
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[PublicAPI]
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public class UseInHandMessage : EntitySystemMessage
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{
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/// <summary>
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/// If this message has already been "handled" by a previous system.
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/// </summary>
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public bool Handled { get; set; }
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/// <summary>
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/// Entity holding the item in their hand.
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/// </summary>
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public IEntity User { get; }
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/// <summary>
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/// Item that was used.
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/// </summary>
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public IEntity Used { get; }
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public UseInHandMessage(IEntity user, IEntity used)
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{
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User = user;
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Used = used;
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}
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}
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}
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