namespace Content.Client.Atmos.Components;
///
/// Sets which sprite RSI is used for displaying the fire visuals and what state to use based on the fire stacks
/// accumulated.
///
[RegisterComponent]
public sealed class FireVisualsComponent : Component
{
[DataField("fireStackAlternateState")]
public int FireStackAlternateState = 3;
[DataField("normalState")]
public string? NormalState;
[DataField("alternateState")]
public string? AlternateState;
[DataField("sprite")]
public string? Sprite;
[DataField("lightEnergyPerStack")]
public float LightEnergyPerStack = 0.5f;
[DataField("lightRadiusPerStack")]
public float LightRadiusPerStack = 0.3f;
[DataField("maxLightEnergy")]
public float MaxLightEnergy = 10f;
[DataField("maxLightRadius")]
public float MaxLightRadius = 4f;
[DataField("lightColor")]
public Color LightColor = Color.Orange;
///
/// Client side point-light entity. We use this instead of directly adding a light to
/// the burning entity as entities don't support having multiple point-lights.
///
public EntityUid? LightEntity;
}