using Content.Shared.Lock;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Trigger.Components.Effects;
///
/// Will lock, unlock or toggle an entity with the .
/// If TargetUser is true then they will be (un)locked instead.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class LockOnTriggerComponent : BaseXOnTriggerComponent
{
///
/// If the trigger will lock, unlock or toggle the lock.
///
[DataField, AutoNetworkedField]
public LockAction LockMode = LockAction.Toggle;
}
[Serializable, NetSerializable]
public enum LockAction
{
Lock = 0,
Unlock = 1,
Toggle = 2,
}