using Robust.Shared.Audio; using Robust.Shared.GameStates; using Robust.Shared.Serialization; namespace Content.Shared.Toilet.Components { /// /// Toilets that can be flushed, seats toggled up and down, items hidden in cistern. /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] public sealed partial class ToiletComponent : Component { /// /// Toggles seat state. /// [DataField, AutoNetworkedField] public bool ToggleSeat; /// /// Sound to play when toggling toilet seat. /// [DataField] public SoundSpecifier SeatSound = new SoundPathSpecifier("/Audio/Effects/toilet_seat_down.ogg"); } [Serializable, NetSerializable] public enum ToiletVisuals : byte { SeatVisualState, } [Serializable, NetSerializable] public enum SeatVisualState : byte { SeatUp, SeatDown } }