using Content.Shared.Actions;
using Content.Shared.Clothing.Components;
namespace Content.Shared.Clothing;
///
/// Raised directed at a piece of clothing to get the set of layers to show on the wearer's sprite
///
public sealed class GetEquipmentVisualsEvent : EntityEventArgs
{
///
/// Entity that is wearing the item.
///
public readonly EntityUid Equipee;
public readonly string Slot;
///
/// The layers that will be added to the entity that is wearing this item.
///
///
/// Note that the actual ordering of the layers depends on the order in which they are added to this list;
///
public List<(string, PrototypeLayerData)> Layers = new();
public GetEquipmentVisualsEvent(EntityUid equipee, string slot)
{
Equipee = equipee;
Slot = slot;
}
}
///
/// Raised directed at a piece of clothing after its visuals have been updated.
///
///
/// Useful for systems/components that modify the visual layers that an item adds to a player. (e.g. RGB memes)
///
public sealed class EquipmentVisualsUpdatedEvent : EntityEventArgs
{
///
/// Entity that is wearing the item.
///
public readonly EntityUid Equipee;
public readonly string Slot;
///
/// The layers that this item is now revealing.
///
public HashSet RevealedLayers;
public EquipmentVisualsUpdatedEvent(EntityUid equipee, string slot, HashSet revealedLayers)
{
Equipee = equipee;
Slot = slot;
RevealedLayers = revealedLayers;
}
}
public sealed partial class ToggleMaskEvent : InstantActionEvent { }
///
/// Event raised on the mask entity when it is toggled.
///
[ByRefEvent]
public readonly record struct ItemMaskToggledEvent(Entity Mask, EntityUid? Wearer);
///
/// Event raised on the entity wearing the mask when it is toggled.
///
[ByRefEvent]
public readonly record struct WearerMaskToggledEvent(Entity Mask);
///
/// Raised on the clothing entity when it is equipped to a valid slot,
/// as determined by .
///
[ByRefEvent]
public readonly record struct ClothingGotEquippedEvent(EntityUid Wearer, ClothingComponent Clothing);
///
/// Raised on the clothing entity when it is unequipped from a valid slot,
/// as determined by .
///
[ByRefEvent]
public readonly record struct ClothingGotUnequippedEvent(EntityUid Wearer, ClothingComponent Clothing);
///
/// Raised on an entity when they equip a clothing item to a valid slot,
/// as determined by .
///
[ByRefEvent]
public readonly record struct ClothingDidEquippedEvent(Entity Clothing);
///
/// Raised on an entity when they unequip a clothing item from a valid slot,
/// as determined by .
///
[ByRefEvent]
public readonly record struct ClothingDidUnequippedEvent(Entity Clothing);