using Robust.Shared.Analyzers; using Robust.Shared.GameObjects; using Robust.Shared.Serialization.Manager.Attributes; using Robust.Shared.ViewVariables; namespace Robust.Server.GameObjects { [RegisterComponent] [Friend(typeof(VisibilitySystem))] public sealed class VisibilityComponent : Component { /// /// The visibility layer for the entity. /// Players whose visibility masks don't match this won't get state updates for it. /// [DataField("layer")] public int Layer = 1; [ViewVariables(VVAccess.ReadWrite)] public int LayerVV { get => Layer; set => EntitySystem.Get().SetLayer(this, value); } } }