using Content.Server.GameObjects.Components.Weapon;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Collision;
using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Serialization;
namespace Content.Server.GameObjects.Components.Projectiles
{
///
/// Upon colliding with an object this will flash in an area around it
///
[RegisterComponent]
public class FlashProjectileComponent : Component, IStartCollide
{
public override string Name => "FlashProjectile";
[DataField("range")]
private float _range = 1.0f;
[DataField("duration")]
private float _duration = 8.0f;
private bool _flashed;
public override void Initialize()
{
base.Initialize();
// Shouldn't be using this without a ProjectileComponent because it will just immediately collide with thrower
Owner.EnsureComponent();
}
void IStartCollide.CollideWith(Fixture ourFixture, Fixture otherFixture, in Manifold manifold)
{
if (_flashed) return;
FlashableComponent.FlashAreaHelper(Owner, _range, _duration);
_flashed = true;
}
}
}