using System; using Robust.Shared.GameObjects; using Robust.Shared.GameObjects.Components.UserInterface; using Robust.Shared.Serialization; namespace Content.Shared.GameObjects.Components.Gravity { public class SharedGravityGeneratorComponent: Component { public override string Name => "GravityGenerator"; public override uint? NetID => ContentNetIDs.GRAVITY_GENERATOR; /// /// Sent to the server to set whether the generator should be on or off /// [Serializable, NetSerializable] public class SwitchGeneratorMessage : BoundUserInterfaceMessage { public bool On; public SwitchGeneratorMessage(bool on) { On = on; } } /// /// Sent to the server when requesting the status of the generator /// [Serializable, NetSerializable] public class GeneratorStatusRequestMessage : BoundUserInterfaceMessage { public GeneratorStatusRequestMessage() { } } [Serializable, NetSerializable] public class GeneratorState : BoundUserInterfaceState { public bool On; public GeneratorState(bool on) { On = on; } } [Serializable, NetSerializable] public enum GravityGeneratorUiKey { Key } } }