using Content.Shared.StatusEffect; using Robust.Shared.GameStates; namespace Content.Shared.Trigger.Components.Effects; /// /// Makes the entity play a jitter animation when triggered. /// If TargetUser is true the user will jitter instead. /// /// /// The target requires . /// TODO: Convert jitter to the new status effects system. /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] public sealed partial class JitterOnTriggerComponent : BaseXOnTriggerComponent { /// /// Jitteriness of the animation. /// [DataField, AutoNetworkedField] public float Amplitude = 10.0f; /// /// Frequency for jittering. /// [DataField, AutoNetworkedField] public float Frequency = 4.0f; /// /// For how much time to apply the effect. /// [DataField, AutoNetworkedField] public TimeSpan Time = TimeSpan.FromSeconds(2); /// /// The status effect cooldown should be refreshed (true) or accumulated (false). /// [DataField, AutoNetworkedField] public bool Refresh; /// /// Whether to change any existing jitter value even if they're greater than the ones we're setting. /// [DataField, AutoNetworkedField] public bool ForceValueChange; }