using Robust.Shared.GameStates;
namespace Content.Shared.Movement.Components;
///
/// Applies an occlusion shader to this entity if it's colliding with a
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(true)]
public sealed partial class FloorOcclusionComponent : Component
{
[ViewVariables]
public bool Enabled => Colliding.Count > 0;
[DataField, AutoNetworkedField]
public List Colliding = new();
}