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;} }