using Content.Shared.DoAfter; using Robust.Shared.Audio; using Robust.Shared.GameStates; namespace Content.Shared.SprayPainter.Components; [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] public sealed partial class SprayPainterComponent : Component { [DataField] public SoundSpecifier SpraySound = new SoundPathSpecifier("/Audio/Effects/spray2.ogg"); [DataField] public TimeSpan AirlockSprayTime = TimeSpan.FromSeconds(3); [DataField] public TimeSpan PipeSprayTime = TimeSpan.FromSeconds(1); /// /// Pipe color chosen to spray with. /// [DataField, AutoNetworkedField] public string? PickedColor; /// /// Pipe colors that can be selected. /// [DataField] public Dictionary ColorPalette = new(); /// /// Airlock style index selected. /// After prototype reload this might not be the same style but it will never be out of bounds. /// [DataField, AutoNetworkedField] public int Index; }