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crystall-punk-14/Content.Client/Items/Managers/IItemSlotManager.cs

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using System;
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using Content.Client.Items.UI;
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using Robust.Client.UserInterface;
using Robust.Shared.GameObjects;
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namespace Content.Client.Items.Managers
{
public interface IItemSlotManager
{
bool OnButtonPressed(GUIBoundKeyEventArgs args, EntityUid? item);
void UpdateCooldown(ItemSlotButton? cooldownTexture, EntityUid? entity);
get that crap outta here (completely rewrites inventorysystem) (#5807) * some work * equip: done unequip: todo * unequipping done & refactored events * workin * movin * reee namespaces * stun * mobstate * fixes * some work on events * removes serverside itemcomp & misc fixes * work * smol merge fix * ports template to prototype & finishes ui * moves relay & adds containerenumerator * actions & cuffs * my god what is actioncode * more fixes * im loosing my grasp on reality * more fixes * more work * explosions * yes * more work * more fixes * merge master & misc fixed because i forgot to commit before merging master * more fixes * fixes * moar * more work * moar fixes * suffixmap * more work on client * motivation low * no. no containers * mirroring client to server * fixes * move serverinvcomp * serverinventorycomponent is dead * gaming * only strippable & ai left... * only ai and richtext left * fixes ai * fixes * fixes sprite layers * more fixes * resolves optional * yes * stable:tm: * fixes * moar fixes * moar * fix some tests * lmao * no comment * good to merge:tm: * fixes build but for real * adresses some reviews * adresses some more reviews * nullables, yo * fixes lobbyscreen * timid refactor to differentiate actor & target * adresses more reviews * more * my god what a mess * removed the rest of duplicates * removed duplicate slotflags and renamed shoes to feet * removes another unused one * yes * fixes lobby & makes tryunequip return unequipped item * fixes * some funny renames * fixes * misc improvements to attemptevents * fixes * merge fixes Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
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bool SetItemSlot(ItemSlotButton button, EntityUid? entity);
void HoverInSlot(ItemSlotButton button, EntityUid? entity, bool fits);
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event Action<EntitySlotHighlightedEventArgs>? EntityHighlightedUpdated;
get that crap outta here (completely rewrites inventorysystem) (#5807) * some work * equip: done unequip: todo * unequipping done & refactored events * workin * movin * reee namespaces * stun * mobstate * fixes * some work on events * removes serverside itemcomp & misc fixes * work * smol merge fix * ports template to prototype & finishes ui * moves relay & adds containerenumerator * actions & cuffs * my god what is actioncode * more fixes * im loosing my grasp on reality * more fixes * more work * explosions * yes * more work * more fixes * merge master & misc fixed because i forgot to commit before merging master * more fixes * fixes * moar * more work * moar fixes * suffixmap * more work on client * motivation low * no. no containers * mirroring client to server * fixes * move serverinvcomp * serverinventorycomponent is dead * gaming * only strippable & ai left... * only ai and richtext left * fixes ai * fixes * fixes sprite layers * more fixes * resolves optional * yes * stable:tm: * fixes * moar fixes * moar * fix some tests * lmao * no comment * good to merge:tm: * fixes build but for real * adresses some reviews * adresses some more reviews * nullables, yo * fixes lobbyscreen * timid refactor to differentiate actor & target * adresses more reviews * more * my god what a mess * removed the rest of duplicates * removed duplicate slotflags and renamed shoes to feet * removes another unused one * yes * fixes lobby & makes tryunequip return unequipped item * fixes * some funny renames * fixes * misc improvements to attemptevents * fixes * merge fixes Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
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bool IsHighlighted(EntityUid? uid);
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/// <summary>
/// Highlight all slot controls that contain the specified entity.
/// </summary>
/// <param name="uid">The UID of the entity to highlight.</param>
/// <seealso cref="UnHighlightEntity"/>
void HighlightEntity(EntityUid uid);
/// <summary>
/// Remove highlighting for the specified entity.
/// </summary>
/// <param name="uid">The UID of the entity to unhighlight.</param>
/// <seealso cref="HighlightEntity"/>
void UnHighlightEntity(EntityUid uid);
}
}