using System; using System.Collections.Generic; using Content.Shared.Damage; using Robust.Shared.GameObjects; using Robust.Shared.GameObjects.Components.UserInterface; using Robust.Shared.Serialization; namespace Content.Shared.GameObjects.Components.Medical { public class SharedMedicalScannerComponent : Component { public override string Name => "MedicalScanner"; [Serializable, NetSerializable] public class MedicalScannerBoundUserInterfaceState : BoundUserInterfaceState { public readonly EntityUid? Entity; public readonly Dictionary DamageClasses; public readonly Dictionary DamageTypes; public MedicalScannerBoundUserInterfaceState( EntityUid? entity, Dictionary damageClasses, Dictionary damageTypes) { Entity = entity; DamageClasses = damageClasses; DamageTypes = damageTypes; } public bool HasDamage() { return DamageClasses.Count > 0 || DamageTypes.Count > 0; } } [Serializable, NetSerializable] public enum MedicalScannerUiKey { Key } [Serializable, NetSerializable] public enum MedicalScannerVisuals { Status } [Serializable, NetSerializable] public enum MedicalScannerStatus { Off, Open, Red, Death, Green, Yellow, } } }