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- using Content.Shared.Advertise.Systems;
- using Content.Shared.Dataset;
- using Robust.Shared.GameStates;
- using Robust.Shared.Prototypes;
- namespace Content.Shared.Advertise.Components;
- /// <summary>
- /// Causes the entity to speak using the Chat system when its ActivatableUI is closed, optionally
- /// requiring that a Flag be set as well.
- /// </summary>
- [RegisterComponent, NetworkedComponent, AutoGenerateComponentState, Access(typeof(SharedSpeakOnUIClosedSystem))]
- public sealed partial class SpeakOnUIClosedComponent : Component
- {
- /// <summary>
- /// The identifier for the dataset prototype containing messages to be spoken by this entity.
- /// </summary>
- [DataField(required: true)]
- public ProtoId<LocalizedDatasetPrototype> Pack { get; private set; }
- /// <summary>
- /// Is this component active? If false, no messages will be spoken.
- /// </summary>
- [DataField]
- public bool Enabled = true;
- /// <summary>
- /// Should messages be spoken only if the <see cref="Flag"/> is set (true), or every time the UI is closed (false)?
- /// </summary>
- [DataField]
- public bool RequireFlag = true;
- /// <summary>
- /// State variable only used if <see cref="RequireFlag"/> is true. Set with <see cref="SpeakOnUIClosedSystem.TrySetFlag"/>.
- /// </summary>
- [DataField, AutoNetworkedField]
- public bool Flag;
- }
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