using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Clock;
[RegisterComponent, NetworkedComponent]
[Access(typeof(SharedClockSystem))]
[AutoGenerateComponentState]
public sealed partial class ClockComponent : Component
{
///
/// If not null, this time will be permanently shown.
///
[DataField, AutoNetworkedField]
public TimeSpan? StuckTime;
///
/// The format in which time is displayed.
///
[DataField, AutoNetworkedField]
public ClockType ClockType = ClockType.TwelveHour;
[DataField]
public string HoursBase = "hours_";
[DataField]
public string MinutesBase = "minutes_";
}
[Serializable, NetSerializable]
public enum ClockType : byte
{
TwelveHour,
TwentyFourHour
}
[Serializable, NetSerializable]
public enum ClockVisualLayers : byte
{
HourHand,
MinuteHand
}