using Robust.Shared.GameStates;
using Robust.Shared.Map.Components;
namespace Content.Shared.Light.Components;
///
/// Cycles through colors AKA "Day / Night cycle" on
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class LightCycleComponent : Component
{
[DataField, AutoNetworkedField]
public Color OriginalColor = Color.Transparent;
///
/// How long an entire cycle lasts
///
[DataField, AutoNetworkedField]
public TimeSpan Duration = TimeSpan.FromMinutes(30);
[DataField, AutoNetworkedField]
public TimeSpan Offset;
[DataField, AutoNetworkedField]
public bool Enabled = true;
///
/// Should the offset be randomised upon MapInit.
///
[DataField, AutoNetworkedField]
public bool InitialOffset = true;
///
/// Trench of the oscillation.
///
[DataField, AutoNetworkedField]
public float MinLightLevel = 0f;
///
/// Peak of the oscillation
///
[DataField, AutoNetworkedField]
public float MaxLightLevel = 3f;
[DataField, AutoNetworkedField]
public float ClipLight = 1.25f;
[DataField, AutoNetworkedField]
public Color ClipLevel = new Color(1f, 1f, 1.25f);
[DataField, AutoNetworkedField]
public Color MinLevel = new Color(0.1f, 0.15f, 0.50f);
[DataField, AutoNetworkedField]
public Color MaxLevel = new Color(2f, 2f, 5f);
}