using Robust.Shared.GameStates;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Shared.Trigger.Components.Triggers;
///
/// Constantly triggers after being added to an entity.
///
[RegisterComponent, NetworkedComponent]
[AutoGenerateComponentState, AutoGenerateComponentPause]
public sealed partial class RepeatingTriggerComponent : BaseTriggerOnXComponent
{
///
/// How long to wait between triggers.
/// The first trigger starts this long after the component is added.
///
[DataField, AutoNetworkedField]
public TimeSpan Delay = TimeSpan.FromSeconds(1);
///
/// When the next trigger will be.
///
[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
[AutoNetworkedField, AutoPausedField]
public TimeSpan NextTrigger = TimeSpan.Zero;
}