using Content.Shared.Clothing.EntitySystems;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
namespace Content.Shared.Clothing.Components;
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
[Access(typeof(MaskSystem))]
public sealed partial class MaskComponent : Component
{
///
/// Action for toggling a mask (e.g., pulling the mask down or putting it back up)
///
[DataField, AutoNetworkedField]
public EntProtoId ToggleAction = "ActionToggleMask";
///
/// Action for toggling a mask (e.g., pulling the mask down or putting it back up)
///
[DataField, AutoNetworkedField]
public EntityUid? ToggleActionEntity;
///
/// Whether the mask is currently toggled (e.g., pulled down).
/// This generally disables some of the mask's functionality.
///
[DataField, AutoNetworkedField]
public bool IsToggled;
///
/// Equipped prefix to use after the mask was pulled down.
///
[DataField, AutoNetworkedField]
public string EquippedPrefix = "up";
///
/// When , the mask will not be toggleable.
///
[DataField("enabled"), AutoNetworkedField]
public bool IsToggleable = true;
///
/// When will disable when folded
///
[DataField, AutoNetworkedField]
public bool DisableOnFolded;
}