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; }