using Content.Shared.DoAfter;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
namespace Content.Shared.Teleportation.Components;
///
/// Creates portals. If two are created, both are linked together--otherwise the first teleports randomly.
/// Using it with both portals active deactivates both.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class HandTeleporterComponent : Component
{
[DataField, AutoNetworkedField]
public EntityUid? FirstPortal;
[DataField, AutoNetworkedField]
public EntityUid? SecondPortal;
///
/// Should the portals be able to be placed across grids?
///
[DataField]
public bool AllowPortalsOnDifferentGrids;
///
/// Should the portals work across maps?
///
[DataField]
public bool AllowPortalsOnDifferentMaps;
[DataField]
public EntProtoId FirstPortalPrototype = "PortalRed";
[DataField]
public EntProtoId SecondPortalPrototype = "PortalBlue";
[DataField]
public SoundSpecifier NewPortalSound =
new SoundPathSpecifier("/Audio/Machines/high_tech_confirm.ogg")
{
Params = AudioParams.Default.AddVolume(-2f)
};
[DataField]
public SoundSpecifier ClearPortalsSound = new SoundPathSpecifier("/Audio/Machines/button.ogg");
///
/// Delay for creating the portals in seconds.
///
[DataField]
public float PortalCreationDelay = 1.0f;
}
[Serializable, NetSerializable]
public sealed partial class TeleporterDoAfterEvent : SimpleDoAfterEvent;