using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Array;
using Robust.Shared.Utility;
namespace Content.Shared.Materials
{
///
/// Materials are read-only storage for the properties of specific materials.
/// Properties should be intrinsic (or at least as much is necessary for game purposes).
///
[Prototype("material")]
public sealed partial class MaterialPrototype : IPrototype, IInheritingPrototype
{
[ViewVariables]
[ParentDataField(typeof(AbstractPrototypeIdArraySerializer))]
public string[]? Parents { get; private set; }
[ViewVariables]
[AbstractDataField]
public bool Abstract { get; private set; } = false;
[ViewVariables]
[IdDataField]
public string ID { get; private set; } = default!;
///
/// For material storage to be able to convert back and forth
/// between the material and physical entities you can carry,
/// include which stack we should spawn by default.
///
[DataField]
public EntProtoId? StackEntity;
[DataField]
public string Name = string.Empty;
///
/// Locale id for the unit of this material.
/// Lathe recipe tooltips and material storage display use this to let you change a material to sound nicer.
/// For example, 5 bars of gold is better than 5 sheets of gold.
///
[DataField]
public LocId Unit = "materials-unit-sheet";
[DataField]
public Color Color { get; private set; } = Color.Gray;
///
/// An icon used to represent the material in graphic interfaces.
///
[DataField]
public SpriteSpecifier Icon { get; private set; } = SpriteSpecifier.Invalid;
///
/// The price per cm3.
///
[DataField(required: true)]
public double Price = 0;
}
}