@@ -1,55 +1,79 @@
|
||||
using Robust.Shared.Audio;
|
||||
using Robust.Shared.GameStates;
|
||||
using Robust.Shared.Serialization;
|
||||
|
||||
namespace Content.Shared.Flash.Components
|
||||
namespace Content.Shared.Flash.Components;
|
||||
|
||||
/// <summary>
|
||||
/// Allows this entity to flash someone by using it or melee attacking with it.
|
||||
/// </summary>
|
||||
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
|
||||
[Access(typeof(SharedFlashSystem))]
|
||||
public sealed partial class FlashComponent : Component
|
||||
{
|
||||
[RegisterComponent, NetworkedComponent, Access(typeof(SharedFlashSystem))]
|
||||
public sealed partial class FlashComponent : Component
|
||||
/// <summary>
|
||||
/// Flash the area around the entity when used in hand?
|
||||
/// </summary>
|
||||
[DataField, AutoNetworkedField]
|
||||
public bool FlashOnUse = true;
|
||||
|
||||
/// <summary>
|
||||
/// Flash the target when melee attacking them?
|
||||
/// </summary>
|
||||
[DataField, AutoNetworkedField]
|
||||
public bool FlashOnMelee = true;
|
||||
|
||||
/// <summary>
|
||||
/// Time the Flash will be visually flashing after use.
|
||||
/// For the actual interaction delay use UseDelayComponent.
|
||||
/// These two times should be the same.
|
||||
/// </summary>
|
||||
[DataField, AutoNetworkedField]
|
||||
public TimeSpan FlashingTime = TimeSpan.FromSeconds(4);
|
||||
|
||||
/// <summary>
|
||||
/// For how long the target will lose vision when melee attacked with the flash.
|
||||
/// </summary>
|
||||
[DataField, AutoNetworkedField]
|
||||
public TimeSpan MeleeDuration = TimeSpan.FromSeconds(5);
|
||||
|
||||
/// <summary>
|
||||
/// For how long the target will lose vision when used in hand.
|
||||
/// </summary>
|
||||
[DataField, AutoNetworkedField]
|
||||
public TimeSpan AoeFlashDuration = TimeSpan.FromSeconds(2);
|
||||
|
||||
/// <summary>
|
||||
/// How long a target is stunned when a melee flash is used.
|
||||
/// If null, melee flashes will not stun at all.
|
||||
/// </summary>
|
||||
[DataField, AutoNetworkedField]
|
||||
public TimeSpan? MeleeStunDuration = TimeSpan.FromSeconds(1.5);
|
||||
|
||||
/// <summary>
|
||||
/// Range of the flash when using it.
|
||||
/// </summary>
|
||||
[DataField, AutoNetworkedField]
|
||||
public float Range = 7f;
|
||||
|
||||
/// <summary>
|
||||
/// Movement speed multiplier for slowing down the target while they are flashed.
|
||||
/// </summary>
|
||||
[DataField, AutoNetworkedField]
|
||||
public float SlowTo = 0.5f;
|
||||
|
||||
/// <summary>
|
||||
/// The sound to play when flashing.
|
||||
/// </summary>
|
||||
|
||||
[DataField, AutoNetworkedField]
|
||||
public SoundSpecifier Sound = new SoundPathSpecifier("/Audio/Weapons/flash.ogg")
|
||||
{
|
||||
Params = AudioParams.Default.WithVolume(1f).WithMaxDistance(3f)
|
||||
};
|
||||
|
||||
[DataField("duration")]
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
public int FlashDuration { get; set; } = 5000;
|
||||
|
||||
/// <summary>
|
||||
/// How long a target is stunned when a melee flash is used.
|
||||
/// If null, melee flashes will not stun at all
|
||||
/// </summary>
|
||||
[DataField]
|
||||
public TimeSpan? MeleeStunDuration = TimeSpan.FromSeconds(1.5);
|
||||
|
||||
[DataField("range")]
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
public float Range { get; set; } = 7f;
|
||||
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
[DataField("aoeFlashDuration")]
|
||||
public int AoeFlashDuration { get; set; } = 2000;
|
||||
|
||||
[DataField("slowTo")]
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
public float SlowTo { get; set; } = 0.5f;
|
||||
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
[DataField("sound")]
|
||||
public SoundSpecifier Sound { get; set; } = new SoundPathSpecifier("/Audio/Weapons/flash.ogg")
|
||||
{
|
||||
Params = AudioParams.Default.WithVolume(1f).WithMaxDistance(3f)
|
||||
};
|
||||
|
||||
public bool Flashing;
|
||||
|
||||
[DataField]
|
||||
public float Probability = 1f;
|
||||
}
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
public enum FlashVisuals : byte
|
||||
{
|
||||
BaseLayer,
|
||||
LightLayer,
|
||||
Burnt,
|
||||
Flashing,
|
||||
}
|
||||
/// <summary>
|
||||
/// The probability of sucessfully flashing someone.
|
||||
/// </summary>
|
||||
[DataField, AutoNetworkedField]
|
||||
public float Probability = 1f;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user