using Robust.Shared.GameStates; namespace Content.Shared.Containers; /// /// This is used for a container that can have entities inserted into it via a /// [RegisterComponent, NetworkedComponent] [Access(typeof(DragInsertContainerSystem))] public sealed partial class DragInsertContainerComponent : Component { [DataField, ViewVariables(VVAccess.ReadWrite)] public string ContainerId; /// /// If true, there will also be verbs for inserting / removing objects from this container. /// [DataField, ViewVariables(VVAccess.ReadWrite)] public bool UseVerbs = true; /// /// The delay in seconds before a drag will be completed. /// [DataField] public TimeSpan EntryDelay = TimeSpan.Zero; /// /// If entry delay isn't zero, this sets whether an entity dragging itself into the container should be delayed. /// [DataField] public bool DelaySelfEntry = false; }