using Content.Shared.Damage.Systems;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Shared.Damage.Components;
[RegisterComponent, NetworkedComponent]
[AutoGenerateComponentState, AutoGenerateComponentPause]
[Access(typeof(DamageOnHoldingSystem))]
public sealed partial class DamageOnHoldingComponent : Component
{
[DataField("enabled"), ViewVariables(VVAccess.ReadWrite)]
[AutoNetworkedField]
public bool Enabled = true;
///
/// Damage per interval dealt to entity holding the entity with this component
///
[DataField("damage"), ViewVariables(VVAccess.ReadWrite)]
public DamageSpecifier Damage = new();
// TODO: make it networked
///
/// Delay between damage events in seconds
///
[DataField("interval"), ViewVariables(VVAccess.ReadWrite)]
[AutoNetworkedField]
public float Interval = 1f;
[DataField("nextDamage", customTypeSerializer: typeof(TimeOffsetSerializer)), ViewVariables(VVAccess.ReadWrite)]
[AutoNetworkedField]
[AutoPausedField]
public TimeSpan NextDamage = TimeSpan.Zero;
}