using Robust.Shared.GameObjects; using Robust.Shared.Prototypes; using Robust.Shared.Serialization; using Robust.Shared.Serialization.Manager.Attributes; using Robust.Shared.ViewVariables; namespace Robust.Server.GameObjects { [RegisterComponent] public class VisibilityComponent : Component { [DataField("layer")] private int _layer = 1; public override string Name => "Visibility"; /// /// The visibility layer for the entity. /// Players whose visibility masks don't match this won't get state updates for it. /// [ViewVariables(VVAccess.ReadWrite)] public int Layer { get => _layer; set => _layer = value; } } }