using Robust.Shared.GameStates; using Robust.Shared.Serialization; namespace Content.Shared.Jittering { [Access(typeof(SharedJitteringSystem))] [RegisterComponent, NetworkedComponent] public sealed class JitteringComponent : Component { [ViewVariables(VVAccess.ReadWrite)] public float Amplitude { get; set; } [ViewVariables(VVAccess.ReadWrite)] public float Frequency { get; set; } [ViewVariables(VVAccess.ReadWrite)] public Vector2 LastJitter { get; set; } } [Serializable, NetSerializable] public sealed class JitteringComponentState : ComponentState { public float Amplitude { get; } public float Frequency { get; } public JitteringComponentState(float amplitude, float frequency) { Amplitude = amplitude; Frequency = frequency; } } }