using System.Numerics; using Content.Shared.Nutrition.EntitySystems; using Robust.Shared.Serialization; using Robust.Shared.Utility; namespace Content.Shared.Nutrition.Components; /// /// Tndicates that this entity can be inserted into FoodSequence, which will transfer all reagents to the target. /// [RegisterComponent, Access(typeof(SharedFoodSequenceSystem))] public sealed partial class FoodSequenceElementComponent : Component { /// /// the same object can be used in different sequences, and it will have a different sprite in different sequences. /// [DataField(required: true)] public Dictionary Entries = new(); /// /// which solution we will add to the main dish /// [DataField] public string Solution = "food"; /// /// state used to generate the appearance of the added layer /// [DataField] public SpriteSpecifier? Sprite; } [DataRecord, Serializable, NetSerializable] public sealed class FoodSequenceElementEntry { /// /// A localized name piece to build into the item name generator. /// public LocId? Name { get; set; } = null; /// /// overriding default sprite /// public SpriteSpecifier? Sprite { get; set; } = null; /// /// If the layer is the final one, it can be added over the limit, but no other layers can be added after it. /// public bool Final { get; set; } = false; /// /// the shear of a particular layer. Allows a little "randomization" of each layer. /// public Vector2 LocalOffset { get; set; } = Vector2.Zero; }