using Content.Shared.Damage;
using Content.Shared.Whitelist;
using Robust.Shared.Audio;
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
namespace Content.Shared.Weather;
[Prototype]
public sealed partial class WeatherPrototype : IPrototype
{
[IdDataField] public string ID { get; private set; } = default!;
[ViewVariables(VVAccess.ReadWrite), DataField("sprite", required: true)]
public SpriteSpecifier Sprite = default!;
[ViewVariables(VVAccess.ReadWrite), DataField("color")]
public Color? Color;
///
/// Sound to play on the affected areas.
///
[ViewVariables(VVAccess.ReadWrite), DataField("sound")]
public SoundSpecifier? Sound;
///
/// DeltaV: Damage you can take from being in this weather.
/// Only applies when weather has fully set in.
///
[DataField]
public DamageSpecifier? Damage;
///
/// DeltaV: Don't damage entities that match this blacklist.
///
[DataField]
public EntityWhitelist? DamageBlacklist;
}