using System.Collections.Generic;
using Content.Shared.Damage.Components;
using Robust.Shared.GameObjects;
namespace Content.Shared.Damage
{
public class DamageChangedMessage : ComponentMessage
public DamageChangedMessage(IDamageableComponent damageable, IReadOnlyList<DamageChangeData> data)
Damageable = damageable;
Data = data;
}
public DamageChangedMessage(IDamageableComponent damageable, DamageTypePrototype type, int newValue, int delta)
var datum = new DamageChangeData(type, newValue, delta);
var data = new List<DamageChangeData> {datum};
/// <summary>
/// Reference to the <see cref="IDamageableComponent"/> that invoked the event.
/// </summary>
public IDamageableComponent Damageable { get; }
/// List containing data on each <see cref="DamageTypePrototype"/> that was changed.
public IReadOnlyList<DamageChangeData> Data { get; }
public bool TookDamage
get
foreach (var datum in Data)
if (datum.Delta > 0)
return true;
return false;