53 lines
1.3 KiB
C#
53 lines
1.3 KiB
C#
using Content.Shared.Chemistry.Reagent;
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using Content.Shared.FixedPoint;
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using Content.Shared.Mech.EntitySystems;
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using Content.Shared.Whitelist;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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namespace Content.Shared._Sunrise.Mech;
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/// <summary>
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/// Entity when used on another entity will paint target entity.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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public sealed partial class MechPaintComponent : Component
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{
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/// <summary>
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/// Noise made when paint applied.
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/// </summary>
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[DataField]
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public SoundSpecifier Spray = new SoundPathSpecifier("/Audio/Effects/spray2.ogg");
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/// <summary>
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/// This paint was used?
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/// </summary>
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[DataField]
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public bool Used = false;
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/// <summary>
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/// How long the doafter will take.
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/// </summary>
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[DataField]
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public TimeSpan Delay = TimeSpan.FromSeconds(2);
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/// <summary>
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/// What mech are paint?
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public EntityWhitelist? Whitelist;
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/// <summary>
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/// Paint states
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/// </summary>
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#region Visualizer States
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[DataField]
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public string BaseState;
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[DataField]
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public string OpenState;
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[DataField]
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public string BrokenState;
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#endregion
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}
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