using System.Collections.Generic; using Robust.Shared.GameObjects; namespace Content.Client.Damage { // Stores all the data for a DamageVisualizer. // // Storing it inside of the AppearanceComponent's data // dictionary was too messy, but at least we can // store it in the entity itself as a separate, // dynamically added component. [RegisterComponent] public class DamageVisualizerDataComponent : Component { public override string Name => "DamageVisualizerData"; public List TargetLayerMapKeys = new(); public bool Disabled = false; public bool Valid = true; public int LastDamageThreshold = 0; public Dictionary DisabledLayers = new(); public Dictionary LayerMapKeyStates = new(); public Dictionary LastThresholdPerGroup = new(); public string TopMostLayerKey = default!; } }