using Content.Shared.Eye.Blinding.Systems;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Shared.Eye.Blinding.Components;
///
/// Allows mobs to toggle their eyes between being closed and being not closed.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(true)]
public sealed partial class EyeClosingComponent : Component
{
///
/// The prototype to grant to enable eye-toggling action.
///
[DataField("eyeToggleAction", customTypeSerializer: typeof(PrototypeIdSerializer))]
public string EyeToggleAction = "ActionToggleEyes";
///
/// The actual eye toggling action entity itself.
///
[DataField]
public EntityUid? EyeToggleActionEntity;
///
/// Path to sound to play when opening eyes
///
[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
public string EyeOpenSound = "/Audio/Effects/eye_open.ogg";
///
/// Path to sound to play when closing eyes
///
[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
public string EyeCloseSound = "/Audio/Effects/eye_close.ogg";
///
/// Toggles whether the eyes are open or closed. This is really just exactly what it says on the tin. Honest.
///
[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
public bool EyesClosed;
[ViewVariables(VVAccess.ReadOnly), DataField]
public bool PreviousEyelidPosition;
[ViewVariables(VVAccess.ReadOnly), DataField]
public bool NaturallyCreated;
}