using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Shared.Morgue.Components;
///
/// When added to an entity storage this component will keep track of the mind status of the player inside.
///
[RegisterComponent, NetworkedComponent]
[AutoGenerateComponentState, AutoGenerateComponentPause]
public sealed partial class MorgueComponent : Component
{
///
/// Whether or not the morgue beeps if a living player is inside.
///
[DataField, AutoNetworkedField]
public bool DoSoulBeep = true;
///
/// The timestamp for the next beep.
///
[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
[AutoPausedField]
public TimeSpan NextBeep = TimeSpan.Zero;
///
/// The amount of time between each beep.
///
[DataField]
public TimeSpan BeepTime = TimeSpan.FromSeconds(10);
///
/// The beep sound to play.
///
[DataField]
public SoundSpecifier OccupantHasSoulAlarmSound = new SoundPathSpecifier("/Audio/Weapons/Guns/EmptyAlarm/smg_empty_alarm.ogg");
}