using Robust.Shared.Serialization; namespace Content.Shared.TextScreen; /// /// AppearanceData keys for text screen data. /// [Serializable, NetSerializable] public enum TextScreenVisuals : byte { // TODO: support for a small image, I think. Probably want to rename textscreen to just screen then. /// /// What text to default to after timer completion? /// Expects a . /// DefaultText, /// /// What text to render?
/// Expects a . ///
ScreenText, /// /// The reference time for the text. Useful for scroll synchronization.
/// Expects a . ///
ScreenTextTime, /// /// If this is a timer, this is the time we're counting down to.
/// Expects a . ///
TargetTime, /// /// Change text color on the entire screen. /// Expects a . /// Color } /// /// Layers for text screen sprites. /// [Serializable, NetSerializable] public enum TextScreenVisualLayers : byte { /// /// A frame to draw over the text on screen to obscure the scrolling effect. /// Will be reordered to be on top of the text layers. /// Frame }