using Robust.Shared.GameStates; using Robust.Shared.Serialization; namespace Content.Shared.Singularity.Components { [RegisterComponent, NetworkedComponent] [AutoGenerateComponentState] public sealed partial class SingularityDistortionComponent : Component { // TODO: use access and remove this funny stuff [DataField("intensity")] private float _intensity = 31.25f; [DataField("falloffPower")] private float _falloffPower = MathF.Sqrt(2f); [ViewVariables(VVAccess.ReadWrite), AutoNetworkedField] public float Intensity { get => _intensity; set => this.SetAndDirtyIfChanged(ref _intensity, value); } [ViewVariables(VVAccess.ReadWrite), AutoNetworkedField] public float FalloffPower { get => _falloffPower; set => this.SetAndDirtyIfChanged(ref _falloffPower, value); } } }