fish-station/Content.Shared/Interaction/InteractHand.cs
ThereDrD 8efeca7f48
Питомцы (#391)
* init

* port better radials

* change wizden radials to new radials

* minor radial ui refactor

* less redundant values

* cleanup

* minor cleanup + refactor

* rename action + base ghost logic

* ghost actions update

* attack action + better action granting

* add missing translation

* add debug entity for testing

* add radial actions sprites

* micro fixes

* translations for ghost panel

* fix attack action logic

* new pet action sprites

* better attack target action params

* add 2 new stock pets

* add translation string for new pets

* add additional checks for petting + cute effect for successful petting

* add transfer pets to new body logic for cloning and gibbing

* add summary for OnMasterGibbed

* add stock pets to loadout menu

* fix OnMasterGibbed logic and change it to OnMasterShutdown

* add localisation support

* add logic for shutdown pet component

* pets that spawned as loadout automatically linked now

* added new pets

* cleanup

* more pets

* ы

* фиксы

---------

Co-authored-by: SplikZerys <tronezero700@yandex.ru>
Co-authored-by: Vigers Ray <60344369+VigersRay@users.noreply.github.com>
Co-authored-by: Vigers Ray <vigersray@gmail.com>
2025-01-11 07:53:23 +03:00

57 lines
1.7 KiB
C#

using JetBrains.Annotations;
using Robust.Shared.Map;
namespace Content.Shared.Interaction
{
public sealed class InteractHandEventArgs : EventArgs, ITargetedInteractEventArgs
{
public InteractHandEventArgs(EntityUid user, EntityUid target)
{
User = user;
Target = target;
}
public EntityUid User { get; }
public EntityUid Target { get; }
}
/// <summary>
/// Raised directed on a target entity when it is interacted with by a user with an empty hand.
/// </summary>
[PublicAPI]
public sealed class InteractHandEvent : HandledEntityEventArgs, ITargetedInteractEventArgs
{
/// <summary>
/// Entity that triggered the interaction.
/// </summary>
public EntityUid User { get; }
/// <summary>
/// Entity that was interacted on.
/// </summary>
public EntityUid Target { get; }
public InteractHandEvent(EntityUid user, EntityUid target)
{
User = user;
Target = target;
}
}
/// <summary>
/// Raised on the user before interacting on an entity with bare hand.
/// Interaction is cancelled if this event is handled, so set it to true if you do custom interaction logic.
/// </summary>
public sealed class BeforeInteractHandEvent : HandledEntityEventArgs
{
public EntityUid Target { get; }
public EntityUid User { get; } // Sunrise added
// Sunrise edit - EntityUid user
public BeforeInteractHandEvent(EntityUid target, EntityUid user)
{
Target = target;
User = user; // Sunrise added
}
}
}