using Robust.Shared.GameStates; using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom; namespace Content.Shared.Anomaly.Components; /// /// Tracks anomalies going supercritical /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] [Access(typeof(SharedAnomalySystem))] [AutoGenerateComponentPause] public sealed partial class AnomalySupercriticalComponent : Component { /// /// The time when the supercritical animation ends and it does whatever effect. /// [DataField(customTypeSerializer: typeof(TimeOffsetSerializer)), AutoNetworkedField] [ViewVariables(VVAccess.ReadWrite)] [AutoPausedField] public TimeSpan EndTime; /// /// The maximum size the anomaly scales to while going supercritical /// [DataField] public float MaxScaleAmount = 3; }