using Content.Shared.Containers.ItemSlots;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
namespace Content.Shared.Cabinet;
///
/// Used for entities that can be opened, closed, and can hold one item. E.g., fire extinguisher cabinets.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class ItemCabinetComponent : Component
{
///
/// Sound to be played when the cabinet door is opened.
///
[DataField, AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
public SoundSpecifier? DoorSound;
///
/// The that stores the actual item. The entity whitelist, sounds, and other
/// behaviours are specified by this definition.
///
[DataField, ViewVariables]
public ItemSlot CabinetSlot = new();
///
/// Whether the cabinet is currently open or not.
///
[DataField, AutoNetworkedField]
public bool Opened;
///
/// The state for when the cabinet is open
///
[DataField, AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
public string? OpenState;
///
/// The state for when the cabinet is closed
///
[DataField, AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
public string? ClosedState;
}