using Content.Shared.CCVar;
using Content.Shared.StatusIcon;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Shared.SSDIndicator;
///
/// Shows status icon when an entity is SSD, based on if a player is attached or not.
///
[RegisterComponent, NetworkedComponent]
[AutoGenerateComponentState, AutoGenerateComponentPause]
public sealed partial class SSDIndicatorComponent : Component
{
///
/// Whether or not the entity is SSD.
///
[AutoNetworkedField]
[DataField, ViewVariables(VVAccess.ReadOnly)]
public bool IsSSD = true;
///
/// The icon displayed next to the associated entity when it is SSD.
///
[DataField]
public ProtoId Icon = "SSDIcon";
///
/// The time at which the entity will fall asleep, if is true.
///
[AutoNetworkedField, AutoPausedField]
[Access(typeof(SSDIndicatorSystem))]
[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
public TimeSpan FallAsleepTime = TimeSpan.Zero;
///
/// The next time this component will be updated.
///
[AutoNetworkedField, AutoPausedField]
[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
public TimeSpan NextUpdate = TimeSpan.Zero;
///
/// The time between updates checking if the entity should be force slept.
///
[DataField]
public TimeSpan UpdateInterval = TimeSpan.FromSeconds(1);
}