using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Shared.Anomaly.Components;
///
/// Tracks anomalies going supercritical
///
[RegisterComponent, NetworkedComponent, Access(typeof(SharedAnomalySystem))]
public sealed class AnomalySupercriticalComponent : Component
{
///
/// The time when the supercritical animation ends and it does whatever effect.
///
[DataField("endTime", customTypeSerializer: typeof(TimeOffsetSerializer)), ViewVariables(VVAccess.ReadWrite)]
public TimeSpan EndTime;
///
/// The length of the animation before it goes supercritical.
///
[ViewVariables(VVAccess.ReadWrite)]
public TimeSpan SupercriticalDuration = TimeSpan.FromSeconds(10);
///
/// The maximum size the anomaly scales to while going supercritical
///
[DataField("maxScaleAmount")]
public float MaxScaleAmount = 3;
}
[Serializable, NetSerializable]
public sealed class AnomalySupercriticalComponentState : ComponentState
{
public TimeSpan EndTime;
public TimeSpan Duration;
}