using Robust.Shared.Audio;
using Robust.Shared.GameStates;
namespace Content.Shared.Lock;
///
/// This is used for activatable UIs that require the entity to have a lock in a certain state.
///
[RegisterComponent, NetworkedComponent, Access(typeof(LockSystem))]
public sealed partial class UIRequiresLockComponent : Component
{
///
/// UIs that are locked behind this component.
/// If null, will close all UIs.
///
[DataField]
public List? UserInterfaceKeys;
///
/// TRUE: the lock must be locked to access the UI.
/// FALSE: the lock must be unlocked to access the UI.
///
[DataField]
public bool RequireLocked;
///
/// Sound to be played if an attempt is blocked.
///
[DataField]
public SoundSpecifier? AccessDeniedSound = new SoundPathSpecifier("/Audio/Machines/custom_deny.ogg");
[DataField]
public LocId? Popup = "entity-storage-component-locked-message";
}