Files
tbd-station-14/Content.Client/VendingMachines/VendingMachineComponent.cs

61 lines
2.3 KiB
C#

using Content.Shared.VendingMachines;
namespace Content.Client.VendingMachines;
[RegisterComponent]
[ComponentReference(typeof(SharedVendingMachineComponent))]
[Access(typeof(VendingMachineSystem))]
public sealed class VendingMachineComponent : SharedVendingMachineComponent
{
/// <summary>
/// RSI state for when the vending machine is unpowered.
/// Will be displayed on the layer <see cref="VendingMachineVisualLayers.Base"/>
/// </summary>
[DataField("offState")]
public string? OffState;
/// <summary>
/// RSI state for the screen of the vending machine
/// Will be displayed on the layer <see cref="VendingMachineVisualLayers.Screen"/>
/// </summary>
[DataField("screenState")]
public string? ScreenState;
/// <summary>
/// RSI state for the vending machine's normal state. Usually a looping animation.
/// Will be displayed on the layer <see cref="VendingMachineVisualLayers.BaseUnshaded"/>
/// </summary>
[DataField("normalState")]
public string? NormalState;
/// <summary>
/// RSI state for the vending machine's eject animation.
/// Will be displayed on the layer <see cref="VendingMachineVisualLayers.BaseUnshaded"/>
/// </summary>
[DataField("ejectState")]
public string? EjectState;
/// <summary>
/// RSI state for the vending machine's deny animation. Will either be played once as sprite flick
/// or looped depending on how <see cref="LoopDenyAnimation"/> is set.
/// Will be displayed on the layer <see cref="VendingMachineVisualLayers.BaseUnshaded"/>
/// </summary>
[DataField("denyState")]
public string? DenyState;
/// <summary>
/// RSI state for when the vending machine is unpowered.
/// Will be displayed on the layer <see cref="VendingMachineVisualLayers.Base"/>
/// </summary>
[DataField("brokenState")]
public string? BrokenState;
/// <summary>
/// If set to <c>true</c> (default) will loop the animation of the <see cref="DenyState"/> for the duration
/// of <see cref="SharedVendingMachineComponent.DenyDelay"/>. If set to <c>false</c> will play a sprite
/// flick animation for the state and then linger on the final frame until the end of the delay.
/// </summary>
[DataField("loopDeny")]
public bool LoopDenyAnimation = true;
}