using Robust.Shared.GameStates; using Robust.Shared.Prototypes; using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom; namespace Content.Shared.Chat.TypingIndicator; /// /// If an item is equipped to someones inventory (Anything but the pockets), and has this component /// the users typing indicator will be replaced by the prototype given in TypingIndicatorPrototype. /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentPause] [Access(typeof(SharedTypingIndicatorSystem))] public sealed partial class TypingIndicatorClothingComponent : Component { /// /// The typing indicator that will override the default typing indicator when the item is equipped to a users /// inventory. /// [ViewVariables(VVAccess.ReadWrite)] [DataField("proto", required: true)] public ProtoId TypingIndicatorPrototype = default!; /// /// This stores the time the item was equipped in someones inventory. If null, item is currently not equipped. /// [DataField, AutoPausedField] public TimeSpan? GotEquippedTime = null; }