using Robust.Shared.GameStates; namespace Content.Shared.Light.Components; /// /// Will draw lighting in a range around the tile. /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] public sealed partial class TileEmissionComponent : Component { [DataField, AutoNetworkedField] public float Range = 0.25f; [DataField(required: true), AutoNetworkedField] public Color Color = Color.Transparent; }