PrayableComponent.cs 1.4 KB

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  1. using Robust.Shared.GameStates;
  2. using Robust.Shared.Utility;
  3. namespace Content.Shared.Prayer;
  4. /// <summary>
  5. /// Allows an entity to be prayed on in the context menu
  6. /// </summary>
  7. [RegisterComponent, NetworkedComponent]
  8. public sealed partial class PrayableComponent : Component
  9. {
  10. /// <summary>
  11. /// If bible users are only allowed to use this prayable entity
  12. /// </summary>
  13. [DataField("bibleUserOnly")]
  14. [ViewVariables(VVAccess.ReadWrite)]
  15. public bool BibleUserOnly;
  16. /// <summary>
  17. /// Message given to user to notify them a message was sent
  18. /// </summary>
  19. [DataField("sentMessage")]
  20. [ViewVariables(VVAccess.ReadWrite)]
  21. public string SentMessage = "prayer-popup-notify-pray-sent";
  22. /// <summary>
  23. /// Prefix used in the notification to admins
  24. /// </summary>
  25. [DataField("notificationPrefix")]
  26. [ViewVariables(VVAccess.ReadWrite)]
  27. public string NotificationPrefix = "prayer-chat-notify-pray";
  28. /// <summary>
  29. /// Used in window title and context menu
  30. /// </summary>
  31. [DataField("verb")]
  32. [ViewVariables(VVAccess.ReadOnly)]
  33. public string Verb = "prayer-verbs-pray";
  34. /// <summary>
  35. /// Context menu image
  36. /// </summary>
  37. [DataField("verbImage")]
  38. [ViewVariables(VVAccess.ReadOnly)]
  39. public SpriteSpecifier? VerbImage = new SpriteSpecifier.Texture(new ("/Textures/Interface/pray.svg.png"));
  40. }