using System;
using System.Collections.Generic;
using Robust.Shared.GameObjects;
using Robust.Shared.GameStates;
using Robust.Shared.Players;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Shared.SubFloor
{
///
/// Simple component that automatically hides the sibling
/// when the tile it's on is not a sub floor
/// (plating).
///
///
[NetworkedComponent]
[RegisterComponent]
public sealed class SubFloorHideComponent : Component
{
///
public override string Name => "SubFloorHide";
///
/// Whether the entity will be hid when not in subfloor.
///
[ViewVariables(VVAccess.ReadWrite)]
[DataField("enabled")]
public bool Enabled { get; set; } = true;
///
/// This entity needs to be anchored to be hid when not in subfloor.
///
[ViewVariables(VVAccess.ReadWrite)]
[DataField("requireAnchored")]
public bool RequireAnchored { get; set; } = true;
public override ComponentState GetComponentState()
{
return new SubFloorHideComponentState(Enabled, RequireAnchored);
}
///
/// Whether or not this entity is supposed
/// to be visible.
///
[ViewVariables]
public bool Visible { get; set; }
///
/// The entities this subfloor is revealed by.
///
[ViewVariables]
public HashSet RevealedBy { get; set; } = new();
///
/// Whether or not this entity was revealed with or without
/// an entity.
///
[ViewVariables]
public bool RevealedWithoutEntity { get; set; }
}
[Serializable, NetSerializable]
public class SubFloorHideComponentState : ComponentState
{
public bool Enabled { get; }
public bool RequireAnchored { get; }
public SubFloorHideComponentState(bool enabled, bool requireAnchored)
{
Enabled = enabled;
RequireAnchored = requireAnchored;
}
}
}