using Robust.Shared.GameStates;
namespace Content.Shared.Stealth.Components
{
///
/// When added to an entity with stealth component, this component will change the visibility
/// based on the entity's (lack of) movement.
///
[RegisterComponent, NetworkedComponent]
public sealed partial class StealthOnMoveComponent : Component
{
///
/// Rate that effects how fast an entity's visibility passively changes.
///
[DataField("passiveVisibilityRate")]
public float PassiveVisibilityRate = -0.15f;
///
/// Rate for movement induced visibility changes. Scales with distance moved.
///
[DataField("movementVisibilityRate")]
public float MovementVisibilityRate = 0.2f;
}
}