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; }