using Content.Shared.Charges.Systems;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Shared.Charges.Components;
///
/// Specifies the attached action has discrete charges, separate to a cooldown.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, Access(typeof(SharedChargesSystem))]
public sealed partial class LimitedChargesComponent : Component
{
[DataField, AutoNetworkedField]
public int LastCharges;
///
/// The max charges this action has.
///
[DataField, AutoNetworkedField]
public int MaxCharges = 3;
///
/// Last time charges was changed. Used to derive current charges.
///
[DataField(customTypeSerializer:typeof(TimeOffsetSerializer)), AutoNetworkedField]
public TimeSpan LastUpdate;
///
/// DeltaV - If disabled the action will not disable when no charges remain. Use if you want to handle no charges differently.
///
[DataField]
public bool DisableWhenEmpty = true;
}