using Content.Shared.FixedPoint;
using Content.Shared.ProximityDetection.Systems;
using Content.Shared.Whitelist;
using Robust.Shared.GameStates;
namespace Content.Shared.ProximityDetection.Components;
///
/// This is used to search for the closest entity with a range that matches specified requirements (tags and/or components)
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState ,Access(typeof(ProximityDetectionSystem))]
public sealed partial class ProximityDetectorComponent : Component
{
///
/// Whether or not it's on.
///
[DataField, AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
public bool Enabled = true;
///
/// The criteria used to filter entities
/// Note: RequireAll is only supported for tags, all components are required to count as a match!
///
[DataField( required: true), AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
public EntityWhitelist Criteria = new();
///
/// Found Entity
///
[ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
public EntityUid? TargetEnt;
///
/// Distance to Found Entity
///
[ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
public FixedPoint2 Distance = -1;
///
/// The farthest distance to search for targets
///
[DataField, ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
public FixedPoint2 Range = 10f;
public float AccumulatedFrameTime;
[DataField, ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
public float UpdateRate = 0.3f;
}