using Content.Shared.DoAfter;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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]
public sealed partial class HandTeleporterComponent : Component
{
[ViewVariables, DataField("firstPortal")]
public EntityUid? FirstPortal = null;
[ViewVariables, DataField("secondPortal")]
public EntityUid? SecondPortal = null;
///
/// Portals can't be placed on different grids?
///
[DataField]
public bool AllowPortalsOnDifferentGrids;
[DataField("firstPortalPrototype", customTypeSerializer: typeof(PrototypeIdSerializer))]
public string FirstPortalPrototype = "PortalRed";
[DataField("secondPortalPrototype", customTypeSerializer: typeof(PrototypeIdSerializer))]
public string SecondPortalPrototype = "PortalBlue";
[DataField("newPortalSound")] public SoundSpecifier NewPortalSound =
new SoundPathSpecifier("/Audio/Machines/high_tech_confirm.ogg")
{
Params = AudioParams.Default.WithVolume(-2f)
};
[DataField("clearPortalsSound")]
public SoundSpecifier ClearPortalsSound = new SoundPathSpecifier("/Audio/Machines/button.ogg");
///
/// Delay for creating the portals in seconds.
///
[DataField("portalCreationDelay")]
public float PortalCreationDelay = 1.0f;
}
[Serializable, NetSerializable]
public sealed partial class TeleporterDoAfterEvent : SimpleDoAfterEvent
{
}