using Content.Shared.FixedPoint; using Robust.Client.Graphics; namespace Content.Client.Fluids { [RegisterComponent] public sealed class PuddleVisualizerComponent : Component { // Whether the underlying solution color should be used. True in most cases. [DataField("recolor")] public bool Recolor = true; // Whether the puddle has a unique sprite we don't want to overwrite [DataField("customPuddleSprite")] public bool CustomPuddleSprite; // Puddles may change which RSI they use for their sprites (e.g. wet floor effects). This field will store the original RSI they used. [DataField("originalRsi")] public RSI? OriginalRsi; /// /// Puddles with volume below this threshold are able to have their sprite changed to a wet floor effect, though this is not the only factor. /// [DataField("wetFloorEffectThreshold")] public FixedPoint2 WetFloorEffectThreshold = FixedPoint2.New(5); /// /// Alpha (opacity) of the wet floor sparkle effect. Higher alpha = more opaque/visible. /// [DataField("wetFloorEffectAlpha")] public float WetFloorEffectAlpha = 0.75f; //should be somewhat transparent by default. } }