using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
using Robust.Shared.GameStates;
namespace Content.Shared.Species.Components;
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class ReformComponent : Component
{
///
/// The action to use.
///
[DataField(required: true)]
public EntProtoId ActionPrototype = default!;
[DataField, AutoNetworkedField]
public EntityUid? ActionEntity;
///
/// How long it will take to reform
///
[DataField(required: true)]
public float ReformTime = 0;
///
/// Whether or not the entity should start with a cooldown
///
[DataField]
public bool StartDelayed = true;
///
/// Whether or not the entity should be stunned when reforming at all
///
[DataField]
public bool ShouldStun = true;
///
/// The text that appears when attempting to reform
///
[DataField(required: true)]
public string PopupText;
///
/// The mob that our entity will reform into
///
[DataField(required: true)]
public EntProtoId ReformPrototype { get; private set; }
}