using System.Dynamic;
using Robust.Shared.Audio;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
namespace Content.Shared.Overlays.Switchable;
public abstract partial class SwitchableOverlayComponent : BaseOverlayComponent
{
[DataField, AutoNetworkedField]
public bool IsActive;
[DataField]
public bool DrawOverlay = true;
///
/// Whether it should grant equipment enhanced vision or is it mob vision
///
[DataField]
public bool IsEquipment;
///
/// If it is greater than 0, overlay isn't toggled but pulsed instead
///
[DataField]
public float PulseTime;
[ViewVariables(VVAccess.ReadOnly)]
public float PulseAccumulator;
[DataField]
public virtual SoundSpecifier? ActivateSound { get; set; } =
new SoundPathSpecifier("/Audio/Items/Goggles/activate.ogg");
[DataField]
public virtual SoundSpecifier? DeactivateSound { get; set; } =
new SoundPathSpecifier("/Audio/Items/Goggles/deactivate.ogg");
[DataField]
public virtual string? ToggleAction { get; set; }
[ViewVariables]
public EntityUid? ToggleActionEntity;
}
[Serializable, NetSerializable]
public sealed class SwitchableVisionOverlayComponentState : IComponentState
{
public Color Color;
public bool IsActive;
public SoundSpecifier? ActivateSound;
public SoundSpecifier? DeactivateSound;
public EntProtoId? ToggleAction;
public float LightRadius;
}