using System.Numerics;
using Content.Shared.StatusEffectNew.Components;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Shared.Drowsiness;
///
/// Exists for use as a status effect. Adds a shader to the client that scales with the effect duration.
/// Use only in conjunction with , on the status effect entity.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentPause]
public sealed partial class DrowsinessStatusEffectComponent : Component
{
///
/// The random time between sleeping incidents, (min, max).
///
[DataField]
public Vector2 TimeBetweenIncidents = new(5f, 60f);
///
/// The duration of sleeping incidents, (min, max).
///
[DataField]
public Vector2 DurationOfIncident = new(2, 5);
[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
[AutoPausedField]
public TimeSpan NextIncidentTime = TimeSpan.Zero;
}