35 lines
1.0 KiB
C#
35 lines
1.0 KiB
C#
using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Lock;
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/// <summary>
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/// This is used for activatable UIs that require the entity to have a lock in a certain state.
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/// </summary>
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[RegisterComponent, NetworkedComponent, Access(typeof(LockSystem))]
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public sealed partial class UIRequiresLockComponent : Component
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{
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/// <summary>
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/// UIs that are locked behind this component.
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/// If null, will close all UIs.
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/// </summary>
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[DataField]
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public List<Enum>? UserInterfaceKeys;
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/// <summary>
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/// TRUE: the lock must be locked to access the UI.
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/// FALSE: the lock must be unlocked to access the UI.
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/// </summary>
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[DataField]
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public bool RequireLocked;
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/// <summary>
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/// Sound to be played if an attempt is blocked.
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/// </summary>
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[DataField]
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public SoundSpecifier? AccessDeniedSound = new SoundPathSpecifier("/Audio/Machines/custom_deny.ogg");
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[DataField]
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public LocId? Popup = "entity-storage-component-locked-message";
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}
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