using System.Numerics;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.MapText;
///
/// This is used for displaying text in world space
///
[NetworkedComponent, Access(typeof(SharedMapTextSystem))]
public abstract partial class SharedMapTextComponent : Component
{
public const string DefaultFont = "Default";
///
/// The text to display. This will override .
///
[DataField]
public string? Text;
///
/// The localized-id of the text that should be displayed.
///
[DataField]
public LocId LocText = "map-text-default";
// TODO VV: LocId editing
[DataField]
public Color Color = Color.White;
[DataField]
public string FontId = DefaultFont;
[DataField]
public int FontSize = 12;
[DataField]
public Vector2 Offset = Vector2.Zero;
}
[Serializable, NetSerializable]
public sealed class MapTextComponentState : ComponentState
{
public string? Text { get; init;}
public LocId LocText { get; init;}
public Color Color { get; init;}
public string FontId { get; init; } = default!;
public int FontSize { get; init;}
public Vector2 Offset { get; init;}
}