using Content.Shared.StepTrigger.Components; using Robust.Shared.Audio; using Robust.Shared.GameStates; using Robust.Shared.Serialization; namespace Content.Shared.Slippery { /// /// Causes somebody to slip when they walk over this entity. /// /// /// Requires , see that component for some additional properties. /// [RegisterComponent] [NetworkedComponent] public sealed class SlipperyComponent : Component { /// /// Path to the sound to be played when a mob slips. /// [ViewVariables] [DataField("slipSound")] [Access(Other = AccessPermissions.ReadWriteExecute)] public SoundSpecifier SlipSound = new SoundPathSpecifier("/Audio/Effects/slip.ogg"); /// /// How many seconds the mob will be paralyzed for. /// [ViewVariables(VVAccess.ReadWrite)] [DataField("paralyzeTime")] [Access(Other = AccessPermissions.ReadWrite)] public float ParalyzeTime = 3f; /// /// The entity's speed will be multiplied by this to slip it forwards. /// [ViewVariables(VVAccess.ReadWrite)] [DataField("launchForwardsMultiplier")] [Access(Other = AccessPermissions.ReadWrite)] public float LaunchForwardsMultiplier = 1f; } [Serializable, NetSerializable] public sealed class SlipperyComponentState : ComponentState { public float ParalyzeTime { get; } public float LaunchForwardsMultiplier { get; } public string SlipSound { get; } public SlipperyComponentState(float paralyzeTime, float launchForwardsMultiplier, string slipSound) { ParalyzeTime = paralyzeTime; LaunchForwardsMultiplier = launchForwardsMultiplier; SlipSound = slipSound; } } }