SharedGravityGeneratorComponent.cs 1.5 KB

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  1. using Content.Shared.Power;
  2. using Robust.Shared.GameStates;
  3. namespace Content.Shared.Gravity;
  4. [NetworkedComponent()]
  5. [Virtual]
  6. public partial class SharedGravityGeneratorComponent : Component
  7. {
  8. /// <summary>
  9. /// A map of the sprites used by the gravity generator given its status.
  10. /// </summary>
  11. [DataField("spriteMap")]
  12. [Access(typeof(SharedGravitySystem))]
  13. public Dictionary<PowerChargeStatus, string> SpriteMap = new();
  14. /// <summary>
  15. /// The sprite used by the core of the gravity generator when the gravity generator is starting up.
  16. /// </summary>
  17. [DataField("coreStartupState")]
  18. [ViewVariables(VVAccess.ReadWrite)]
  19. public string CoreStartupState = "startup";
  20. /// <summary>
  21. /// The sprite used by the core of the gravity generator when the gravity generator is idle.
  22. /// </summary>
  23. [DataField("coreIdleState")]
  24. [ViewVariables(VVAccess.ReadWrite)]
  25. public string CoreIdleState = "idle";
  26. /// <summary>
  27. /// The sprite used by the core of the gravity generator when the gravity generator is activating.
  28. /// </summary>
  29. [DataField("coreActivatingState")]
  30. [ViewVariables(VVAccess.ReadWrite)]
  31. public string CoreActivatingState = "activating";
  32. /// <summary>
  33. /// The sprite used by the core of the gravity generator when the gravity generator is active.
  34. /// </summary>
  35. [DataField("coreActivatedState")]
  36. [ViewVariables(VVAccess.ReadWrite)]
  37. public string CoreActivatedState = "activated";
  38. }