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- using Robust.Shared.Serialization;
- namespace Content.Shared.Sticky.Components;
- using DrawDepth;
- /// <summary>
- /// Sets the sprite's draw depth depending on whether it's stuck.
- /// </summary>
- [RegisterComponent]
- public sealed partial class StickyVisualizerComponent : Component
- {
- /// <summary>
- /// What sprite draw depth gets set to when stuck to something.
- /// </summary>
- [DataField]
- public int StuckDrawDepth = (int) DrawDepth.Overdoors;
- /// <summary>
- /// The sprite's original draw depth before being stuck.
- /// </summary>
- [DataField]
- public int OriginalDrawDepth;
- }
- [Serializable, NetSerializable]
- public enum StickyVisuals : byte
- {
- IsStuck
- }
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