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);
}