using System.Numerics;
using Robust.Shared.GameStates;
namespace Content.Shared.Gravity;
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
[Access(typeof(SharedFloatingVisualizerSystem))]
public sealed partial class FloatingVisualsComponent : Component
{
///
/// How long it takes to go from the bottom of the animation to the top.
///
[ViewVariables(VVAccess.ReadWrite)]
[DataField, AutoNetworkedField]
public float AnimationTime = 2f;
///
/// How far it goes in any direction.
///
[ViewVariables(VVAccess.ReadWrite)]
[DataField, AutoNetworkedField]
public Vector2 Offset = new(0, 0.2f);
[ViewVariables(VVAccess.ReadWrite)]
[AutoNetworkedField]
public bool CanFloat = false;
public readonly string AnimationKey = "gravity";
}