using Robust.Shared.GameStates;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Shared.Sound.Components;
[RegisterComponent, NetworkedComponent, AutoGenerateComponentPause, AutoGenerateComponentState]
public sealed partial class EmitSoundOnCollideComponent : BaseEmitSoundComponent
{
public static readonly TimeSpan CollideCooldown = TimeSpan.FromSeconds(0.2);
///
/// Minimum velocity required for the sound to play.
///
[DataField("minVelocity")]
public float MinimumVelocity = 3f;
///
/// To avoid sound spam add a cooldown to it.
///
[DataField(customTypeSerializer: typeof(TimeOffsetSerializer)), AutoPausedField]
public TimeSpan NextSound;
}