using Content.Shared.Weather;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
namespace Content.Shared.Trigger.Components.Effects;
///
/// Changes the current weather when triggered.
/// If TargetUser is true then it will change the weather at the user's map instead of the entitys map.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class WeatherOnTriggerComponent : BaseXOnTriggerComponent
{
///
/// Weather type. Null to clear the weather.
///
[DataField, AutoNetworkedField]
public ProtoId? Weather;
///
/// How long the weather should last. Null for forever.
///
[DataField, AutoNetworkedField]
public TimeSpan? Duration;
}