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using Content.Shared.CCVar;
using Content.Shared.StatusIcon;
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using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Shared.SSDIndicator;
/// <summary>
/// Shows status icon when an entity is SSD, based on if a player is attached or not.
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/// </summary>
[RegisterComponent, NetworkedComponent]
[AutoGenerateComponentState, AutoGenerateComponentPause]
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public sealed partial class SSDIndicatorComponent : Component
{
/// <summary>
/// Whether or not the entity is SSD.
/// </summary>
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[AutoNetworkedField]
[DataField, ViewVariables(VVAccess.ReadOnly)]
public bool IsSSD = true;
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/// <summary>
/// The icon displayed next to the associated entity when it is SSD.
/// </summary>
[DataField]
public ProtoId<SsdIconPrototype> Icon = "SSDIcon";
/// <summary>
/// The time at which the entity will fall asleep, if <see cref="CCVars.ICSSDSleep"/> is true.
/// </summary>
[AutoNetworkedField, AutoPausedField]
[Access(typeof(SSDIndicatorSystem))]
[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
public TimeSpan FallAsleepTime = TimeSpan.Zero;
/// <summary>
/// The next time this component will be updated.
/// </summary>
[AutoNetworkedField, AutoPausedField]
[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
public TimeSpan NextUpdate = TimeSpan.Zero;
/// <summary>
/// The time between updates checking if the entity should be force slept.
/// </summary>
[DataField]
public TimeSpan UpdateInterval = TimeSpan.FromSeconds(1);
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}