Split FleshAnomaly into two components #16001 (#16110)

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
This commit is contained in:
Tom Leys
2023-05-06 01:08:37 +12:00
committed by GitHub
parent ff2e3c5cdb
commit cbaf61ad5e
5 changed files with 80 additions and 30 deletions

View File

@@ -0,0 +1,22 @@
using Content.Shared.Maps;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.List;
namespace Content.Shared.Anomaly.Effects.Components;
[RegisterComponent]
public sealed class TileSpawnAnomalyComponent : Component
{
/// <summary>
/// The maximum radius of tiles scales with stability
/// </summary>
[DataField("spawnRange"), ViewVariables(VVAccess.ReadWrite)]
public float SpawnRange = 5f;
/// <summary>
/// The tile that is spawned by the anomaly's effect
/// </summary>
[DataField("floorTileId", customTypeSerializer: typeof(PrototypeIdSerializer<ContentTileDefinition>)), ViewVariables(VVAccess.ReadWrite)]
public string FloorTileId = "FloorFlesh";
}