Namespace Content.Shared.Interaction
Classes
ActivateInWorldEvent
Raised when an entity is activated in the world.
AfterInteractEvent
Raised directed on the used object when clicking on another object and no standard interaction occurred. Used for low-priority interactions facilitated by the used entity.
AfterInteractUsingEvent
Raised directed on the target when clicking on another object and no standard interaction occurred. Used for low-priority interactions facilitated by the target entity.
BeforeInteractHandEvent
Raised on the user before interacting on an entity with bare hand. Interaction is cancelled if this event is handled, so set it to true if you do custom interaction logic.
BeforeRangedInteractEvent
Raised directed on the used object when clicking on another object before an interaction is handled.
InteractedNoHandEvent
Reverse of the InteractNoHandEvent - raised on what was interacted on, rather than the other way around.
InteractEvent
InteractHandEvent
Raised directed on a target entity when it is interacted with by a user with an empty hand.
InteractHandEventArgs
InteractInventorySlotEvent
Raised when a player attempts to activate an item in an inventory slot or hand slot
InteractNoHandEvent
Low-level interaction event used for entities without hands.
InteractUsingEvent
Raised when a target entity is interacted with by a user while holding an object in their hand.
RangedInteractEvent
Raised when an entity is interacted with that is out of the user entity's range of direct use.
RotateToFaceSystem
Contains common code used to rotate a player to face a given target or direction. This interaction in itself is useful for various roleplay purposes. But it needs specialized code to handle chairs and such. Doesn't really fit with SharedInteractionSystem so it's not there.
SharedInteractionSystem
Handles BlockMovementComponent, which prevents various kinds of movement and interactions when attached to an entity.