using Robust.Shared.GameStates;
namespace Content.Shared.HotPotato;
///
/// Added to an activated hot potato. Controls hot potato transfer on server / effect spawning on client.
///
[RegisterComponent, NetworkedComponent]
[Access(typeof(SharedHotPotatoSystem))]
public sealed class ActiveHotPotatoComponent : Component
{
///
/// Hot potato effect spawn cooldown in seconds
///
[DataField("effectCooldown"), ViewVariables(VVAccess.ReadWrite)]
public float EffectCooldown = 0.3f;
///
/// Moment in time next effect will be spawned
///
[ViewVariables(VVAccess.ReadWrite)]
public TimeSpan TargetTime = TimeSpan.Zero;
}