using System;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components.Chemistry
{
public class SharedSolutionContainerComponent : Component
{
public override string Name => "SolutionContainer";
///
public sealed override uint? NetID => ContentNetIDs.SOLUTION;
[Serializable, NetSerializable]
public class SolutionComponentState : ComponentState
{
public SolutionComponentState() : base(ContentNetIDs.SOLUTION) { }
}
///
public override ComponentState GetComponentState()
{
return new SolutionComponentState();
}
///
public override void HandleComponentState(ComponentState curState, ComponentState nextState)
{
base.HandleComponentState(curState, nextState);
if (curState == null)
{
return;
}
// var compState = (SolutionComponentState)curState;
// Is there anything we even need to sync with client?
}
}
}