using System.Numerics;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
namespace Content.Shared.Projectiles;
///
/// Embeds this entity inside of the hit target.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class EmbeddableProjectileComponent : Component
{
///
/// Minimum speed of the projectile to embed.
///
[DataField, AutoNetworkedField]
public float MinimumSpeed = 5f;
///
/// Delete the entity on embedded removal?
/// Does nothing if there's no RemovalTime.
///
[DataField, AutoNetworkedField]
public bool DeleteOnRemove;
///
/// How long it takes to remove the embedded object.
///
[DataField, AutoNetworkedField]
public float? RemovalTime = 3f;
///
/// Whether this entity will embed when thrown, or only when shot as a projectile.
///
[DataField, AutoNetworkedField]
public bool EmbedOnThrow = true;
///
/// How far into the entity should we offset (0 is wherever we collided).
///
[DataField, AutoNetworkedField]
public Vector2 Offset = Vector2.Zero;
///
/// Sound to play after embedding into a hit target.
///
[DataField, AutoNetworkedField]
public SoundSpecifier? Sound;
///
/// Uid of the entity the projectile is embed into.
///
[DataField, AutoNetworkedField]
public EntityUid? EmbeddedIntoUid;
}