using Robust.Shared.GameStates; using Robust.Shared.Prototypes; using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom; namespace Content.Shared._NF.BountyContracts; [RegisterComponent, NetworkedComponent, AutoGenerateComponentPause] [AutoGenerateComponentState, Access(typeof(SharedBountyContractSystem))] public sealed partial class BountyContractsCartridgeComponent : Component { [DataField, AutoNetworkedField] public ProtoId? Collection = null; [ViewVariables(VVAccess.ReadWrite), DataField] public bool CreateEnabled; [ViewVariables(VVAccess.ReadWrite), DataField(customTypeSerializer: typeof(TimeOffsetSerializer)), AutoPausedField] public TimeSpan NextCreate; [ViewVariables(VVAccess.ReadWrite), DataField] public float CreateCooldown = 20f; [ViewVariables(VVAccess.ReadWrite), DataField] public bool NotificationsEnabled = true; }