using Content.Shared.Damage.Prototypes;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
namespace Content.Shared.GhostTypes;
///
/// Changes the entity sprite according to damage taken
/// Slash may be shown by cuts and slashes on the ghost, Heat as flames, Cold as frostbite and ice, Radiation as a green glow, etc.
///
[RegisterComponent, NetworkedComponent]
public sealed partial class GhostSpriteStateComponent : Component
{
///
/// Prefix the GhostSpriteStateSystem will add to the name of the damage type it chooses.
/// It should be identical to the prefix of the entity optional damage sprites.
/// (Example) Ghosts sprites currently use a "ghost_" prefix for their optional damage states.
///
[DataField]
public string Prefix;
///
/// Should link damage types names to an int, according to the amount of possible sprites for that specific type.
/// (The GhostSpriteStateSystem will randomly choose between them)
///
[DataField]
public Dictionary, int> DamageMap = new();
}