using Content.Shared.DeviceLinking;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
namespace Content.Shared.Conveyor;
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class ConveyorComponent : Component
{
///
/// The angle to move entities by in relation to the owner's rotation.
///
[ViewVariables(VVAccess.ReadWrite)]
[DataField, AutoNetworkedField]
public Angle Angle = Angle.Zero;
///
/// The amount of units to move the entity by per second.
///
[ViewVariables(VVAccess.ReadWrite)]
[DataField, AutoNetworkedField]
public float Speed = 2f;
///
/// The current state of this conveyor
///
[ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
public ConveyorState State;
[ViewVariables, AutoNetworkedField]
public bool Powered;
[DataField]
public ProtoId ForwardPort = "Forward";
[DataField]
public ProtoId ReversePort = "Reverse";
[DataField]
public ProtoId OffPort = "Off";
}
[Serializable, NetSerializable]
public enum ConveyorVisuals : byte
{
State
}
[Serializable, NetSerializable]
public enum ConveyorState : byte
{
Off,
Forward,
Reverse
}