using Robust.Shared.GameStates;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Shared.Anomaly.Components;
///
/// Tracks anomalies going supercritical
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
[Access(typeof(SharedAnomalySystem))]
[AutoGenerateComponentPause]
public sealed partial class AnomalySupercriticalComponent : Component
{
///
/// The time when the supercritical animation ends and it does whatever effect.
///
[DataField(customTypeSerializer: typeof(TimeOffsetSerializer)), AutoNetworkedField]
[ViewVariables(VVAccess.ReadWrite)]
[AutoPausedField]
public TimeSpan EndTime;
///
/// The length of the animation before it goes supercritical.
///
[AutoNetworkedField]
[ViewVariables(VVAccess.ReadWrite)]
public TimeSpan SupercriticalDuration = TimeSpan.FromSeconds(10);
///
/// The maximum size the anomaly scales to while going supercritical
///
[DataField]
public float MaxScaleAmount = 3;
}