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- using Content.Shared.Power;
- using Robust.Shared.GameStates;
- namespace Content.Shared.Gravity;
- [NetworkedComponent()]
- [Virtual]
- public partial class SharedGravityGeneratorComponent : Component
- {
- /// <summary>
- /// A map of the sprites used by the gravity generator given its status.
- /// </summary>
- [DataField("spriteMap")]
- [Access(typeof(SharedGravitySystem))]
- public Dictionary<PowerChargeStatus, string> SpriteMap = new();
- /// <summary>
- /// The sprite used by the core of the gravity generator when the gravity generator is starting up.
- /// </summary>
- [DataField("coreStartupState")]
- [ViewVariables(VVAccess.ReadWrite)]
- public string CoreStartupState = "startup";
- /// <summary>
- /// The sprite used by the core of the gravity generator when the gravity generator is idle.
- /// </summary>
- [DataField("coreIdleState")]
- [ViewVariables(VVAccess.ReadWrite)]
- public string CoreIdleState = "idle";
- /// <summary>
- /// The sprite used by the core of the gravity generator when the gravity generator is activating.
- /// </summary>
- [DataField("coreActivatingState")]
- [ViewVariables(VVAccess.ReadWrite)]
- public string CoreActivatingState = "activating";
- /// <summary>
- /// The sprite used by the core of the gravity generator when the gravity generator is active.
- /// </summary>
- [DataField("coreActivatedState")]
- [ViewVariables(VVAccess.ReadWrite)]
- public string CoreActivatedState = "activated";
- }
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