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"; }