using Content.Shared.FixedPoint;
using Robust.Client.Graphics;
namespace Content.Client.Fluids
{
[RegisterComponent]
public sealed class PuddleVisualizerComponent : Component
{
// Whether the underlying solution color should be used. True in most cases.
[DataField("recolor")] public bool Recolor = true;
// Whether the puddle has a unique sprite we don't want to overwrite
[DataField("customPuddleSprite")] public bool CustomPuddleSprite;
// Puddles may change which RSI they use for their sprites (e.g. wet floor effects). This field will store the original RSI they used.
[DataField("originalRsi")] public RSI? OriginalRsi;
///
/// Puddles with volume below this threshold are able to have their sprite changed to a wet floor effect, though this is not the only factor.
///
[DataField("wetFloorEffectThreshold")]
public FixedPoint2 WetFloorEffectThreshold = FixedPoint2.New(5);
///
/// Alpha (opacity) of the wet floor sparkle effect. Higher alpha = more opaque/visible.
///
[DataField("wetFloorEffectAlpha")]
public float WetFloorEffectAlpha = 0.75f; //should be somewhat transparent by default.
}
}