using System; using Robust.Shared.GameObjects; using Robust.Shared.Serialization; namespace Content.Shared.Nuke { [Serializable, NetSerializable] public enum NukeUiKey : byte { Key } public enum NukeStatus : byte { AWAIT_DISK, AWAIT_CODE, AWAIT_ARM, ARMED, COOLDOWN } [Serializable, NetSerializable] public sealed class NukeUiState : BoundUserInterfaceState { public bool DiskInserted; public NukeStatus Status; public int RemainingTime; public int CooldownTime; public bool IsAnchored; public int EnteredCodeLength; public int MaxCodeLength; public bool AllowArm; } }