using Robust.Shared.GameStates;
namespace Content.Shared.Trigger.Components.Effects;
///
/// Will electrocute the entity when triggered.
/// If TargetUser is true it will electrocute the user instead.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class ShockOnTriggerComponent : BaseXOnTriggerComponent
{
///
/// Electrocute entity containing this entity instead (for example for wearable clothing).
/// Has priority over TargetUser.
///
///
/// TODO: Make this more generic so it can be used for all triggers.
/// Maybe a BeforeTriggerEvent where we modify the target.
///
[DataField, AutoNetworkedField]
public bool TargetContainer;
///
/// The force of an electric shock when the trigger is triggered.
///
[DataField, AutoNetworkedField]
public int Damage = 5;
///
/// Duration of electric shock when the trigger is triggered.
///
[DataField, AutoNetworkedField]
public TimeSpan Duration = TimeSpan.FromSeconds(2);
}