using Content.Shared.Physics;
using Content.Shared.Whitelist;
namespace Content.Shared.Explosion.Components.OnTrigger;
///
/// Generates a gravity pulse/repulse using the RepulseAttractComponent when the entity is triggered
///
[RegisterComponent]
public sealed partial class SharedRepulseAttractOnTriggerComponent : Component
{
///
/// How fast should the Repulsion/Attraction be?
/// A positive value will repulse objects, a negative value will attract
///
[DataField]
public float Speed;
///
/// How close do the entities need to be?
///
[DataField]
public float Range;
///
/// What kind of entities should this effect apply to?
///
[DataField]
public EntityWhitelist? Whitelist;
///
/// What collision layers should be excluded?
/// The default excludes ghost mobs, revenants, the AI camera etc.
///
[DataField]
public CollisionGroup CollisionMask = CollisionGroup.GhostImpassable;
}