using Content.Shared.DoAfter;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
namespace Content.Shared.Engineering.Components;
///
/// Add a verb to entities that will disassemble them after an optional doafter to a specified prototype.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class DisassembleOnAltVerbComponent : Component
{
///
/// The prototype that is spawned after disassembly. If null, nothing will spawn.
///
[DataField, AutoNetworkedField]
public EntProtoId? PrototypeToSpawn;
///
/// The time it takes to disassemble the entity.
///
[DataField, AutoNetworkedField]
public TimeSpan DisassembleTime = TimeSpan.FromSeconds(0);
}
[Serializable, NetSerializable]
public sealed partial class DisassembleDoAfterEvent : SimpleDoAfterEvent;