using Robust.Shared.GameStates; using Robust.Shared.Prototypes; using Robust.Shared.Serialization; namespace Content.Shared.BarSign; [RegisterComponent, NetworkedComponent, AutoGenerateComponentState(true)] public sealed partial class BarSignComponent : Component { /// /// The current bar sign prototype being displayed. /// [DataField, AutoNetworkedField] public ProtoId? Current; } [Serializable, NetSerializable] public enum BarSignUiKey : byte { Key } [Serializable, NetSerializable] public sealed class SetBarSignMessage(ProtoId sign) : BoundUserInterfaceMessage { public ProtoId Sign = sign; }