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