using Content.Shared.FixedPoint; using Robust.Shared.GameStates; using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom; namespace Content.Shared.Fluids.Components; /// /// Added to puddles that contain water so it may evaporate over time. /// [NetworkedComponent] [RegisterComponent, Access(typeof(SharedPuddleSystem))] public sealed partial class EvaporationComponent : Component { /// /// The next time we remove the EvaporationSystem reagent amount from this entity. /// [ViewVariables(VVAccess.ReadWrite), DataField("nextTick", customTypeSerializer: typeof(TimeOffsetSerializer))] public TimeSpan NextTick = TimeSpan.Zero; /// /// How much evaporation occurs every tick. /// [DataField("evaporationAmount")] public FixedPoint2 EvaporationAmount = FixedPoint2.New(0.3); }