using Robust.Shared.GameStates;
namespace Content.Shared.Mapping;
///
/// This entity can be aligned by .
/// When being Aligned, it will look for adjacent s with the matching type.
///
[RegisterComponent]
[NetworkedComponent]
[AutoGenerateComponentState]
public sealed partial class StructureAlignerComponent : Component
{
///
/// The type that this entity will align to.
///
///
/// When aligning, the types in this enum must all be present in .
/// It is recommended that you only set a single type here.
///
[DataField, AutoNetworkedField]
public StructureAlignerType AlignerType = StructureAlignerType.Door;
///
/// Align the entity when it gets anchored by a player.
///
///
/// Anchoring without the input of a player (such as when spawning an anchored object) does not count.
///
[DataField, AutoNetworkedField]
public bool AnchorAlign;
}