using Content.Shared.ProximityDetection.Systems;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Shared.ProximityDetection.Components;
///
/// Used to search for the closest entity with a range that matches specified requirements (tags and/or components).
///
[RegisterComponent, NetworkedComponent]
[AutoGenerateComponentState(fieldDeltas: true), AutoGenerateComponentPause]
[Access(typeof(ProximityDetectionSystem))]
public sealed partial class ProximityDetectorComponent : Component
{
///
/// Entities that detector will search for.
///
[DataField(required: true)]
public ComponentRegistry Components;
///
/// The entity that was found.
///
[ViewVariables, AutoNetworkedField]
public EntityUid? Target;
///
/// The distance to .
///
[ViewVariables, AutoNetworkedField]
public float Distance = float.PositiveInfinity;
///
/// The farthest distance to search for targets.
///
[DataField, AutoNetworkedField]
public float Range = 10f;
///
/// How often detector updates.
///
[DataField, AutoNetworkedField]
public TimeSpan UpdateCooldown = TimeSpan.FromSeconds(1);
///
/// Next time detector updates.
///
[DataField(customTypeSerializer: typeof(TimeOffsetSerializer)), AutoNetworkedField, AutoPausedField]
public TimeSpan NextUpdate = TimeSpan.Zero;
}