using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Shared.Eye.Blinding.Components;
///
/// Allows mobs to toggle their eyes between being closed and being not closed.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(true)]
public sealed partial class EyeClosingComponent : Component
{
///
/// Default eyes opening sound.
///
private static readonly ProtoId DefaultEyeOpen = new("EyeOpen");
///
/// Default eyes closing sound.
///
private static readonly ProtoId DefaultEyeClose = new("EyeClose");
///
/// The prototype to grant to enable eye-toggling action.
///
[DataField("eyeToggleAction", customTypeSerializer: typeof(PrototypeIdSerializer))]
public string EyeToggleAction = "ActionToggleEyes";
///
/// The actual eye toggling action entity itself.
///
[DataField]
public EntityUid? EyeToggleActionEntity;
///
/// Sound to play when opening eyes.
///
[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
public SoundSpecifier EyeOpenSound = new SoundCollectionSpecifier(DefaultEyeOpen);
///
/// Sound to play when closing eyes.
///
[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
public SoundSpecifier EyeCloseSound = new SoundCollectionSpecifier(DefaultEyeClose);
///
/// Toggles whether the eyes are open or closed. This is really just exactly what it says on the tin. Honest.
///
[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
public bool EyesClosed;
[ViewVariables(VVAccess.ReadOnly), DataField]
public bool PreviousEyelidPosition;
[ViewVariables(VVAccess.ReadOnly), DataField]
public bool NaturallyCreated;
}