using System;
using System.Collections.Generic;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components.Mobs
{
///
/// Handles the icons on the right side of the screen.
/// Should only be used for player-controlled entities
///
public abstract class SharedStatusEffectsComponent : Component
{
public override string Name => "StatusEffectsUI";
public override uint? NetID => ContentNetIDs.STATUSEFFECTS;
public sealed override Type StateType => typeof(StatusEffectComponentState);
}
[Serializable, NetSerializable]
public class StatusEffectComponentState : ComponentState
{
public Dictionary StatusEffects;
public StatusEffectComponentState(Dictionary statusEffects) : base(ContentNetIDs.STATUSEFFECTS)
{
StatusEffects = statusEffects;
}
}
// Each status effect is assumed to be unique
public enum StatusEffect
{
Health,
Hunger,
Thirst,
}
}