using Content.Shared.Body;
using Content.Shared.DoAfter;
using Content.Shared.Humanoid;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
namespace Content.Shared.MagicMirror;
///
/// Allows humanoids to change their appearance mid-round.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
[Access(typeof(MagicMirrorSystem))]
public sealed partial class MagicMirrorComponent : Component
{
///
/// The id for a doAfter our is doing. Stored as an ushort so it can be networked and one day predicted.
///
[DataField, AutoNetworkedField]
public ushort? DoAfter;
///
/// Magic mirror target, used for validating UI messages.
///
[DataField, AutoNetworkedField]
public EntityUid? Target;
[DataField(required: true)]
public HashSet> Organs;
[DataField(required: true)]
public HashSet Layers;
///
/// Do after time to modify an entity's markings
///
[DataField, ViewVariables(VVAccess.ReadWrite)]
public TimeSpan ModifyTime = TimeSpan.FromSeconds(7);
///
/// Sound emitted when slots are changed
///
[DataField, ViewVariables(VVAccess.ReadWrite)]
public SoundSpecifier? ChangeHairSound = new SoundPathSpecifier("/Audio/Items/scissors.ogg");
}