using Content.Shared.VendingMachines.Components; namespace Content.Client.VendingMachines.Components; [RegisterComponent] public sealed partial class VendingMachineVisualsComponent : Component { /// /// RSI state for when the vending machine is unpowered. /// Will be displayed on the layer . /// [DataField] public string? OffState; /// /// RSI state for the screen of the vending machine. /// Will be displayed on the layer . /// [DataField] public string? ScreenState; /// /// RSI state for the vending machine's normal state. Usually a looping animation. /// Will be displayed on the layer . /// [DataField] public string? NormalState; /// /// RSI state for the vending machine's eject animation. /// Will be displayed on the layer . /// [DataField] public string? EjectState; /// /// RSI state for the vending machine's deny animation. Will either be played once as sprite flick /// or looped depending on how is set. /// Will be displayed on the layer . /// [DataField] public string? DenyState; /// /// RSI state for when the vending machine is broken. /// Will be displayed on the layer . /// [DataField] public string? BrokenState; /// /// If set to true (default) will loop the animation of the for the duration /// of . If set to false will play a sprite /// flick animation for the state and then linger on the final frame until the end of the delay. /// [DataField] public bool LoopDenyAnimation = true; }