23 lines
888 B
C#
23 lines
888 B
C#
using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Shared.GameObjects.Components.Damage
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{
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// TODO
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/// <summary>
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/// Component interface that gets triggered after the values of a
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/// <see cref="IDamageableComponent"/> on the same <see cref="IEntity"/> change.
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/// </summary>
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public interface IOnHealthChangedBehavior
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{
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/// <summary>
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/// Called when the entity's <see cref="IDamageableComponent"/>
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/// is healed or hurt.
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/// Of note is that a "deal 0 damage" call will still trigger
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/// this function (including both damage negated by resistance or
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/// simply inputting 0 as the amount of damage to deal).
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/// </summary>
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/// <param name="e">Details of how the health changed.</param>
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public void OnHealthChanged(HealthChangedEventArgs e);
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}
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}
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