using RhythmBase.Components;
namespace RhythmBase.Events
{
///
/// Represents an event to show hands in a room.
///
public class ShowHands : BaseEvent, IRoomEvent
{
///
/// Initializes a new instance of the class.
///
public ShowHands()
{
Rooms = new RDRoom(true, new byte[1]);
Type = EventType.ShowHands;
Tab = Tabs.Actions;
}
///
/// Gets or sets the rooms associated with the event.
///
public RDRoom Rooms { get; set; }
///
/// Gets or sets the action to be performed.
///
public Actions Action { get; set; }
///
/// Gets or sets the hand of the player.
///
public PlayerHands Hand { get; set; }
///
/// Gets or sets a value indicating whether the hands should be aligned.
///
public bool Align { get; set; }
///
/// Gets or sets a value indicating whether the action should be instant.
///
public bool Instant { get; set; }
///
/// Gets or sets the extent of the action.
///
public Extents Extent { get; set; }
///
/// Gets the type of the event.
///
public override EventType Type { get; }
///
/// Gets the tab associated with the event.
///
public override Tabs Tab { get; }
///
/// Defines the possible actions for the event.
///
public enum Actions
{
///
/// Show the hands.
///
Show,
///
/// Hide the hands.
///
Hide,
///
/// Raise the hands.
///
Raise,
///
/// Lower the hands.
///
Lower
}
///
/// Defines the possible extents for the action.
///
public enum Extents
{
///
/// Full extent.
///
Full,
///
/// Short extent.
///
Short
}
}
}