Update trivial components to use auto comp states (#20539)
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@@ -1,10 +1,9 @@
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using System.Numerics;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Gravity;
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[RegisterComponent, NetworkedComponent]
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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[Access(typeof(SharedFloatingVisualizerSystem))]
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public sealed partial class FloatingVisualsComponent : Component
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{
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@@ -12,33 +11,19 @@ public sealed partial class FloatingVisualsComponent : Component
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/// How long it takes to go from the bottom of the animation to the top.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("animationTime")]
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[DataField, AutoNetworkedField]
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public float AnimationTime = 2f;
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/// <summary>
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/// How far it goes in any direction.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("offset")]
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[DataField, AutoNetworkedField]
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public Vector2 Offset = new(0, 0.2f);
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[ViewVariables(VVAccess.ReadWrite)]
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[AutoNetworkedField]
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public bool CanFloat = false;
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public readonly string AnimationKey = "gravity";
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}
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[Serializable, NetSerializable]
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public sealed class SharedFloatingVisualsComponentState : ComponentState
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{
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public float AnimationTime;
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public Vector2 Offset;
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public bool HasGravity;
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public SharedFloatingVisualsComponentState(float animationTime, Vector2 offset, bool hasGravity)
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{
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AnimationTime = animationTime;
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Offset = offset;
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HasGravity = hasGravity;
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}
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}
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