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;
}