using Robust.Shared.GameStates;
namespace Content.Shared.Containers;
///
/// This is used for a container that can have entities inserted into it via a
///
[RegisterComponent, NetworkedComponent]
[Access(typeof(DragInsertContainerSystem))]
public sealed partial class DragInsertContainerComponent : Component
{
[DataField, ViewVariables(VVAccess.ReadWrite)]
public string ContainerId;
///
/// If true, there will also be verbs for inserting / removing objects from this container.
///
[DataField, ViewVariables(VVAccess.ReadWrite)]
public bool UseVerbs = true;
///
/// The delay in seconds before a drag will be completed.
///
[DataField]
public TimeSpan EntryDelay = TimeSpan.Zero;
///
/// If entry delay isn't zero, this sets whether an entity dragging itself into the container should be delayed.
///
[DataField]
public bool DelaySelfEntry = false;
}