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
}