using Robust.Shared.GameStates; using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom; namespace Content.Shared.Damage.Components; /// /// Add to an entity to paralyze it whenever it reaches critical amounts of Stamina DamageType. /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState(true)] public sealed partial class StaminaComponent : Component { /// /// Have we reached peak stamina damage and been paralyzed? /// [ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField] public bool Critical; /// /// How much stamina reduces per second. /// [ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField] public float Decay = 3f; /// /// How much time after receiving damage until stamina starts decreasing. /// [ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField] public float Cooldown = 3f; /// /// How much stamina damage this entity has taken. /// [ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField] public float StaminaDamage; /// /// How much stamina damage is required to entire stam crit. /// [ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField] public float CritThreshold = 100f; /// /// How long will this mob be stunned for? /// [ViewVariables(VVAccess.ReadWrite), DataField] public TimeSpan StunTime = TimeSpan.FromSeconds(6); /// /// To avoid continuously updating our data we track the last time we updated so we can extrapolate our current stamina. /// [DataField(customTypeSerializer: typeof(TimeOffsetSerializer)), AutoNetworkedField] public TimeSpan NextUpdate = TimeSpan.Zero; }