using Robust.Shared.GameStates; using Robust.Shared.Prototypes; using Robust.Shared.Utility; namespace Content.Shared._DV.Waypointer.Components; /// /// This signifies an entity with an active waypointer trying to track something. /// This is NOT a pinpointer. /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] public sealed partial class ActiveWaypointerComponent : Component { /// /// The actual UID for the action entity. It'll be saved here when the component is initialized. /// [DataField, AutoNetworkedField] public EntityUid? ActionEntity; /// /// The prototype ID for the action. /// [DataField] public EntProtoId ActionProtoId = "ActionManageWaypointers"; /// /// The prototype of the waypointer visible for the owner of this component. /// The bool value determines whether the corresponding waypointer is active. /// [DataField, AutoNetworkedField] public Dictionary, bool>? WaypointerProtoIds; /// /// Whether the waypointer system is enabled or not. /// [DataField, AutoNetworkedField] public bool Active = true; /// /// The resource path for the "Disable/Enable all waypointers" menu option. /// [DataField] public ResPath RadialMenuIconPath = new("_DV/Markers/Waypointers/waypointer_action.rsi"); }