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- using Content.Shared.Actions;
- using Content.Shared.Clothing.EntitySystems;
- using Content.Shared.Item.ItemToggle.Components;
- using Content.Shared.Toggleable;
- using Robust.Shared.GameStates;
- using Robust.Shared.Prototypes;
- namespace Content.Shared.Clothing.Components;
- /// <summary>
- /// Clothing that can be enabled and disabled with an action.
- /// Requires <see cref="ItemToggleComponent"/>.
- /// </summary>
- /// <remarks>
- /// Not to be confused with <see cref="ToggleableClothingComponent"/> for hardsuit helmets and such.
- /// </remarks>
- [RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
- [Access(typeof(ToggleClothingSystem))]
- public sealed partial class ToggleClothingComponent : Component
- {
- /// <summary>
- /// The action to add when equipped, even if not worn.
- /// This must raise <see cref="ToggleActionEvent"/> to then get handled.
- /// </summary>
- [DataField(required: true)]
- public EntProtoId<InstantActionComponent> Action = string.Empty;
- [DataField, AutoNetworkedField]
- public EntityUid? ActionEntity;
- /// <summary>
- /// If true, automatically disable the clothing after unequipping it.
- /// </summary>
- [DataField]
- public bool DisableOnUnequip;
- /// <summary>
- /// If true, the clothes must equip for adding action.
- /// </summary>
- [DataField]
- public bool MustEquip = true;
- }
- /// <summary>
- /// Raised on the clothing when being equipped to see if it should add the action.
- /// </summary>
- [ByRefEvent]
- public record struct ToggleClothingCheckEvent(EntityUid User, bool Cancelled = false);
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