using Robust.Shared.GameStates;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Shared.Trigger.Components.Effects;
///
/// Will ignite for a certain length of time when triggered.
/// Requires along with triggering components.
/// The if TargetUser is true they will be ignited instead (they need IgnitionSourceComponent as well).
///
[RegisterComponent, NetworkedComponent]
[AutoGenerateComponentState, AutoGenerateComponentPause]
public sealed partial class IgniteOnTriggerComponent : BaseXOnTriggerComponent
{
///
/// Once ignited, the time it will unignite at.
///
[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
[AutoNetworkedField, AutoPausedField]
public TimeSpan IgnitedUntil = TimeSpan.Zero;
///
/// How long the ignition source is active for after triggering.
///
[DataField, AutoNetworkedField]
public TimeSpan IgnitedTime = TimeSpan.FromSeconds(0.5);
}