using Content.Shared.Power; using Robust.Shared.GameStates; namespace Content.Shared.Gravity; [NetworkedComponent()] [Virtual] public partial class SharedGravityGeneratorComponent : Component { /// /// A map of the sprites used by the gravity generator given its status. /// [DataField("spriteMap")] [Access(typeof(SharedGravitySystem))] public Dictionary SpriteMap = new(); /// /// The sprite used by the core of the gravity generator when the gravity generator is starting up. /// [DataField("coreStartupState")] [ViewVariables(VVAccess.ReadWrite)] public string CoreStartupState = "startup"; /// /// The sprite used by the core of the gravity generator when the gravity generator is idle. /// [DataField("coreIdleState")] [ViewVariables(VVAccess.ReadWrite)] public string CoreIdleState = "idle"; /// /// The sprite used by the core of the gravity generator when the gravity generator is activating. /// [DataField("coreActivatingState")] [ViewVariables(VVAccess.ReadWrite)] public string CoreActivatingState = "activating"; /// /// The sprite used by the core of the gravity generator when the gravity generator is active. /// [DataField("coreActivatedState")] [ViewVariables(VVAccess.ReadWrite)] public string CoreActivatedState = "activated"; }