using Content.Shared.Standing.Systems;
using Content.Shared._White.Standing;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Standing
{
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, Access(typeof(SharedStandingStateSystem), typeof(StandingStateSystem))]
public sealed partial class StandingStateComponent : Component
{
[ViewVariables(VVAccess.ReadWrite), DataField]
public SoundSpecifier DownSound { get; private set; } = new SoundCollectionSpecifier("BodyFall");
[DataField, AutoNetworkedField]
public StandingState CurrentState { get; set; } = StandingState.Standing; // WD EDIT
///
/// Time required to get up.
///
[DataField, AutoNetworkedField]
public TimeSpan StandingUpTime { get; set; } = TimeSpan.FromSeconds(1); // WD EDIT
// WD EDIT
[DataField, AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
public bool CanLieDown;
// WD EDIT
[DataField, AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
public bool AutoGetUp = true;
///
/// List of fixtures that had their collision mask changed when the entity was downed.
/// Required for re-adding the collision mask.
///
[DataField, AutoNetworkedField]
public List ChangedFixtures = new();
}
}
[Serializable, NetSerializable]
public sealed class ChangeStandingStateEvent : CancellableEntityEventArgs
{
}
// WD EDIT
[Serializable, NetSerializable]
public sealed class CheckAutoGetUpEvent : CancellableEntityEventArgs
{
}
// WD EDIT
public enum StandingState
{
Lying,
GettingUp,
Standing
}