using System;
using System.Collections.Generic;
using Content.Server.GameObjects.Components.Weapon;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Physics;
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, ICollideBehavior
{
public override string Name => "FlashProjectile";
private float _range;
private float _duration;
private bool _flashed;
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _range, "range", 1.0f);
serializer.DataField(ref _duration, "duration", 8.0f);
}
public override void Initialize()
{
base.Initialize();
// Shouldn't be using this without a ProjectileComponent because it will just immediately collide with thrower
if (!Owner.HasComponent())
{
throw new InvalidOperationException();
}
}
void ICollideBehavior.CollideWith(IEntity entity)
{
if (_flashed)
{
return;
}
FlashableComponent.FlashAreaHelper(Owner, _range, _duration);
_flashed = true;
}
// Projectile should handle the deleting
void ICollideBehavior.PostCollide(int collisionCount)
{
return;
}
}
}