using Robust.Shared.GameStates;
namespace Content.Shared.Trigger.Components.Effects;
///
/// Will (un)anchor the entity when triggered.
/// If TargetUser is true they will be (un)anchored instead.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class AnchorOnTriggerComponent : BaseXOnTriggerComponent
{
///
/// Anchor the entity on trigger if it is currently unanchored?
///
[DataField, AutoNetworkedField]
public bool CanAnchor = true;
///
/// Unanchor the entity on trigger if it is currently anchored?
/// If both this and CanAnchor are true then the trigger will toggle between states.
///
[DataField, AutoNetworkedField]
public bool CanUnanchor = false;
///
/// Removes this component when triggered so it can only be activated once.
///
///
/// TODO: Make this a generic thing for all triggers.
/// Or just add a RemoveComponentsOnTriggerComponent.
///
[DataField, AutoNetworkedField]
public bool RemoveOnTrigger = true;
}