using Content.Shared.Ninja.Systems; using Robust.Shared.GameStates; using Robust.Shared.Serialization; namespace Content.Shared.Ninja.Components; /// /// Component placed on a mob to make it a space ninja, able to use suit and glove powers. /// Contains ids of all ninja equipment and the game rule. /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] [Access(typeof(SharedSpaceNinjaSystem))] public sealed partial class SpaceNinjaComponent : Component { /// /// The ninja game rule that spawned this ninja. /// [DataField("rule")] public EntityUid? Rule; /// /// Currently worn suit /// [DataField("suit"), AutoNetworkedField] public EntityUid? Suit; /// /// Currently worn gloves /// [DataField("gloves"), AutoNetworkedField] public EntityUid? Gloves; /// /// Bound katana, set once picked up and never removed /// [DataField("katana"), AutoNetworkedField] public EntityUid? Katana; }