using Robust.Shared.GameStates;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Shared.Emp;
///
/// While entity has this component it is "disabled" by EMP.
/// Add desired behaviour in other systems
///
[RegisterComponent, NetworkedComponent]
[Access(typeof(SharedEmpSystem))]
public sealed class EmpDisabledComponent : Component
{
///
/// Moment of time when component is removed and entity stops being "disabled"
///
[DataField("timeLeft", customTypeSerializer: typeof(TimeOffsetSerializer)), ViewVariables(VVAccess.ReadWrite)]
public TimeSpan DisabledUntil;
[DataField("effectCoolDown"), ViewVariables(VVAccess.ReadWrite)]
public float EffectCooldown = 3f;
///
/// When next effect will be spawned
///
public TimeSpan TargetTime = TimeSpan.Zero;
}