using System.Numerics;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
using Robust.Shared.Timing;
namespace Content.Shared.Throwing
{
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(true), AutoGenerateComponentPause]
public sealed partial class ThrownItemComponent : Component
{
///
/// Should the in-air throwing animation play.
///
[DataField, AutoNetworkedField]
public bool Animate = true;
///
/// The entity that threw this entity.
///
[DataField, ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
public EntityUid? Thrower;
///
/// The timestamp at which this entity was thrown.
///
[DataField, ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
public TimeSpan? ThrownTime;
///
/// Compared to to land this entity, if any.
///
[DataField, ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
[AutoPausedField]
public TimeSpan? LandTime;
///
/// Whether or not this entity was already landed.
///
[DataField, ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
public bool Landed;
///
/// Whether or not to play a sound when the entity lands.
///
[DataField, ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
public bool PlayLandSound;
///
/// Used to restore state after the throwing scale animation is finished.
///
[DataField]
public Vector2? OriginalScale = null;
}
}