using System.Numerics;
using Content.Shared.Movement.Systems;
using Robust.Shared.GameStates;
namespace Content.Shared.Movement.Components;
///
/// Displaces SS14 eye data when given to an entity.
///
[ComponentProtoName("EyeCursorOffset"), NetworkedComponent]
public abstract partial class SharedEyeCursorOffsetComponent : Component
{
///
/// The amount the view will be displaced when the cursor is positioned at/beyond the max offset distance.
/// Measured in tiles.
///
[DataField]
public float MaxOffset = 3f;
///
/// The speed which the camera adjusts to new positions. 0.5f seems like a good value, but can be changed if you want very slow/instant adjustments.
///
[DataField]
public float OffsetSpeed = 0.5f;
///
/// The amount the PVS should increase to account for the max offset.
/// Should be 1/10 of MaxOffset most of the time.
///
[DataField]
public float PvsIncrease = 0.3f;
}