using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
namespace Content.Shared.Speech
{
///
/// Component required for entities to be able to speak. (TODO: Entities can speak fine without this, this only forbids them speak if they have it and enabled is false.)
/// Contains the option to let entities make noise when speaking, datafields for the sounds in question, and relevant AudioParams.
///
[RegisterComponent, NetworkedComponent]
public sealed class SpeechComponent : Component
{
[DataField("enabled"), Access(typeof(SpeechSystem),
Friend = AccessPermissions.ReadWrite,
Other = AccessPermissions.Read)]
public bool Enabled = true;
[ViewVariables(VVAccess.ReadWrite)]
[DataField("speechSounds", customTypeSerializer:typeof(PrototypeIdSerializer))]
public string? SpeechSounds;
[DataField("audioParams")]
public AudioParams AudioParams = AudioParams.Default.WithVolume(6f).WithRolloffFactor(4.5f);
[ViewVariables(VVAccess.ReadWrite)]
[DataField("soundCooldownTime")]
public float SoundCooldownTime { get; set; } = 0.5f;
public TimeSpan LastTimeSoundPlayed = TimeSpan.Zero;
}
}