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- using Content.Shared.Interaction;
- namespace Content.Shared.Actions;
- public abstract partial class BaseTargetActionComponent : BaseActionComponent
- {
- /// <summary>
- /// For entity- or map-targeting actions, if this is true the action will remain selected after it is used, so
- /// it can be continuously re-used. If this is false, the action will be deselected after one use.
- /// </summary>
- [DataField("repeat")] public bool Repeat;
- /// <summary>
- /// For entity- or map-targeting action, determines whether the action is deselected if the user doesn't click a valid target.
- /// </summary>
- [DataField("deselectOnMiss")] public bool DeselectOnMiss;
- /// <summary>
- /// Whether the action system should block this action if the user cannot actually access the target
- /// (unobstructed, in inventory, in backpack, etc). Some spells or abilities may want to disable this and
- /// implement their own checks.
- /// </summary>
- /// <remarks>
- /// Even if this is false, the <see cref="Range"/> will still be checked.
- /// </remarks>
- [DataField("checkCanAccess")] public bool CheckCanAccess = true;
- [DataField("range")] public float Range = SharedInteractionSystem.InteractionRange;
- /// <summary>
- /// If the target is invalid, this bool determines whether the left-click will default to performing a standard-interaction
- /// </summary>
- /// <remarks>
- /// Interactions will still be blocked if the target-validation generates a pop-up
- /// </remarks>
- [DataField("interactOnMiss")] public bool InteractOnMiss = false;
- /// <summary>
- /// If true, and if <see cref="ShowHandItemOverlay"/> is enabled, then this action's icon will be drawn by that
- /// over lay in place of the currently held item "held item".
- /// </summary>
- [DataField("targetingIndicator")] public bool TargetingIndicator = true;
- }
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