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 } } }