#nullable enable
using System;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components
{
public abstract class SharedRadiationPulseComponent : Component
{
public override string Name => "RadiationPulse";
public override uint? NetID => ContentNetIDs.RADIATION_PULSE;
public virtual float RadsPerSecond { get; set; }
///
/// Radius of the pulse from its position
///
public virtual float Range { get; set; }
public virtual bool Decay { get; set; }
public virtual bool Draw { get; set; }
public virtual TimeSpan EndTime { get; }
}
///
/// For syncing the pulse's lifespan between client and server for the overlay
///
[Serializable, NetSerializable]
public class RadiationPulseState : ComponentState
{
public readonly float RadsPerSecond;
public readonly float Range;
public readonly bool Draw;
public readonly bool Decay;
public readonly TimeSpan EndTime;
public RadiationPulseState(float radsPerSecond, float range, bool draw, bool decay, TimeSpan endTime) : base(ContentNetIDs.RADIATION_PULSE)
{
RadsPerSecond = radsPerSecond;
Range = range;
Draw = draw;
Decay = decay;
EndTime = endTime;
}
}
}