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;
}