using Robust.Shared.GameStates; namespace Content.Shared.PowerCell.Components; /// /// Indicates that the entity's ActivatableUI requires power or else it closes. /// /// /// With ActivatableUI it will activate and deactivate when the ui is opened and closed, drawing power inbetween. /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] [Access(typeof(PowerCellSystem))] public sealed partial class PowerCellDrawComponent : Component { /// /// Whether drawing is enabled. /// Having no cell will still disable it. /// [DataField, AutoNetworkedField, ViewVariables] public bool Enabled = true; /// /// How much the entity draws while the UI is open (in Watts). /// Set to 0 if you just wish to check for power upon opening the UI. /// [DataField, AutoNetworkedField, ViewVariables] public float DrawRate = 1f; /// /// How much power is used whenever the entity is "used" (in Joules). /// This is used to ensure the UI won't open again without a minimum use power. /// [DataField, AutoNetworkedField] public float UseCharge; }