-using Content.Shared.Eye.Blinding.Systems;
+using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
-using Robust.Shared.Serialization;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Shared.Eye.Blinding.Components;
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(true)]
public sealed partial class EyeClosingComponent : Component
{
+ /// <summary>
+ /// Default eyes opening sound.
+ /// </summary>
+ private static readonly ProtoId<SoundCollectionPrototype> DefaultEyeOpen = new("EyeOpen");
+
+ /// <summary>
+ /// Default eyes closing sound.
+ /// </summary>
+ private static readonly ProtoId<SoundCollectionPrototype> DefaultEyeClose = new("EyeClose");
+
/// <summary>
/// The prototype to grant to enable eye-toggling action.
/// </summary>
public EntityUid? EyeToggleActionEntity;
/// <summary>
- /// Path to sound to play when opening eyes
+ /// Sound to play when opening eyes.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
- public string EyeOpenSound = "/Audio/Effects/eye_open.ogg";
+ public SoundSpecifier EyeOpenSound = new SoundCollectionSpecifier(DefaultEyeOpen);
/// <summary>
- /// Path to sound to play when closing eyes
+ /// Sound to play when closing eyes.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
- public string EyeCloseSound = "/Audio/Effects/eye_close.ogg";
+ public SoundSpecifier EyeCloseSound = new SoundCollectionSpecifier(DefaultEyeClose);
/// <summary>
/// Toggles whether the eyes are open or closed. This is really just exactly what it says on the tin. Honest.