using Robust.Shared.GameStates;
namespace Content.Shared.Bed.Sleep;
///
/// Added to entities when they go to sleep.
///
[NetworkedComponent, RegisterComponent]
public sealed class SleepingComponent : Component
{
// How much damage of any type it takes to wake this entity.
[DataField("wakeThreshold")]
public float WakeThreshold = 2;
///
/// Cooldown time between users hand interaction.
///
[DataField("cooldown")]
[ViewVariables(VVAccess.ReadWrite)]
public TimeSpan Cooldown = TimeSpan.FromSeconds(1f);
public TimeSpan CoolDownEnd;
}