using Robust.Shared.GameStates; using Robust.Shared.Serialization; namespace Content.Shared.Clock; [RegisterComponent, NetworkedComponent] [Access(typeof(SharedClockSystem))] [AutoGenerateComponentState] public sealed partial class ClockComponent : Component { /// /// If not null, this time will be permanently shown. /// [DataField, AutoNetworkedField] public TimeSpan? StuckTime; /// /// The format in which time is displayed. /// [DataField, AutoNetworkedField] public ClockType ClockType = ClockType.TwelveHour; [DataField] public string HoursBase = "hours_"; [DataField] public string MinutesBase = "minutes_"; } [Serializable, NetSerializable] public enum ClockType : byte { TwelveHour, TwentyFourHour } [Serializable, NetSerializable] public enum ClockVisualLayers : byte { HourHand, MinuteHand }