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; }