using System.Numerics;
namespace Content.Shared.Clothing.Components;
///
/// Defines something as causing waddling when worn.
///
[RegisterComponent]
public sealed partial class WaddleWhenWornComponent : Component
{
///
/// How high should they hop during the waddle? Higher hop = more energy.
///
[DataField]
public Vector2 HopIntensity = new(0, 0.25f);
///
/// How far should they rock backward and forward during the waddle?
/// Each step will alternate between this being a positive and negative rotation. More rock = more scary.
///
[DataField]
public float TumbleIntensity = 20.0f;
///
/// How long should a complete step take? Less time = more chaos.
///
[DataField]
public float AnimationLength = 0.66f;
///
/// How much shorter should the animation be when running?
///
[DataField]
public float RunAnimationLengthMultiplier = 0.568f;
}