using Robust.Shared.Serialization;
namespace Content.Shared.Sticky.Components;
using DrawDepth;
///
/// Sets the sprite's draw depth depending on whether it's stuck.
///
[RegisterComponent]
public sealed partial class StickyVisualizerComponent : Component
{
///
/// What sprite draw depth gets set to when stuck to something.
///
[DataField]
public int StuckDrawDepth = (int) DrawDepth.Overdoors;
///
/// The sprite's original draw depth before being stuck.
///
[DataField]
public int OriginalDrawDepth;
}
[Serializable, NetSerializable]
public enum StickyVisuals : byte
{
IsStuck
}