using System.Linq;
using System.Numerics;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Light.Components;
///
/// Applies direction vectors based on a time-offset. Will track on on MapInit
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class SunShadowCycleComponent : Component
{
///
/// How long an entire cycle lasts
///
[DataField, AutoNetworkedField]
public TimeSpan Duration = TimeSpan.FromMinutes(30);
[DataField, AutoNetworkedField]
public TimeSpan Offset;
// Originally had this as ratios but it was slightly annoying to use.
///
/// Time to have each direction applied. Will lerp from the current value to the next one.
///
[DataField, AutoNetworkedField]
public List Directions = new()
{
new SunShadowCycleDirection(0f, new Vector2(0f, 3f), 0f),
new SunShadowCycleDirection(0.25f, new Vector2(-3f, -0.1f), 0.5f),
new SunShadowCycleDirection(0.5f, new Vector2(0f, -3f), 0.8f),
new SunShadowCycleDirection(0.75f, new Vector2(3f, -0.1f), 0.5f),
};
};
[DataDefinition]
[Serializable, NetSerializable]
public partial record struct SunShadowCycleDirection
{
[DataField]
public float Ratio;
[DataField]
public Vector2 Direction;
[DataField]
public float Alpha;
public SunShadowCycleDirection(float ratio, Vector2 direction, float alpha)
{
Ratio = ratio;
Direction = direction;
Alpha = alpha;
}
};