using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
namespace Content.Shared.BarSign;
///
/// Makes it possible to switch this entity's sprite and name using a BUI.
///
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(true)]
public sealed partial class BarSignComponent : Component
{
///
/// The current bar sign prototype being displayed.
///
[DataField, AutoNetworkedField]
public ProtoId? Current;
}
///
/// The key for the BoundUserInterface.
///
[Serializable, NetSerializable]
public enum BarSignUiKey : byte
{
Key
}
///
/// The enum to be used for appearance data of the bar sign.
///
[Serializable, NetSerializable]
public enum BarSignVisuals : byte
{
BarSignPrototype,
}
///
/// Send from the client when setting the bar sign.
///
[Serializable, NetSerializable]
public sealed class SetBarSignMessage(ProtoId sign) : BoundUserInterfaceMessage
{
///
/// The new prototype to use.
///
public ProtoId Sign = sign;
}