using Content.Shared.Radio;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
namespace Content.Shared.Shipyard;
///
/// Component for the shipyard console.
///
[RegisterComponent, NetworkedComponent, Access(typeof(SharedShipyardConsoleSystem))]
public sealed partial class ShipyardConsoleComponent : Component
{
///
/// Sound played when the ship can't be bought for any reason.
///
[DataField]
public SoundSpecifier DenySound = new SoundPathSpecifier("/Audio/Effects/Cargo/buzz_sigh.ogg");
///
/// Sound played when a ship is purchased.
///
[DataField]
public SoundSpecifier ConfirmSound = new SoundPathSpecifier("/Audio/Effects/Cargo/ping.ogg");
///
/// Radio channel to send the purchase announcement to.
///
[DataField]
public ProtoId Channel = "Command";
}