using Robust.Shared.Audio; using Robust.Shared.GameStates; using Robust.Shared.Serialization; namespace Content.Shared.Standing; [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] public sealed partial class StandingStateComponent : Component { [DataField, AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)] public SoundSpecifier DownSound { get; set; } = new SoundCollectionSpecifier("BodyFall"); [DataField, AutoNetworkedField, ViewVariables(VVAccess.ReadOnly)] public StandingState CurrentState = StandingState.Standing; [DataField, AutoNetworkedField, ViewVariables(VVAccess.ReadOnly)] public List ChangedFixtures = new(); [DataField, AutoNetworkedField] public float CycleTime { get; set; } = 2f; [DataField, AutoNetworkedField] public float BaseSpeedModify { get; set; } = 0.4f; } [Serializable, NetSerializable] public enum StandingState : byte { Standing = 0, Laying = 1 }