36 lines
1.1 KiB
C#
36 lines
1.1 KiB
C#
using Robust.Shared.GameStates;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Shared.Emp;
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/// <summary>
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/// While entity has this component it is "disabled" by EMP.
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/// Add desired behaviour in other systems.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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[AutoGenerateComponentState, AutoGenerateComponentPause]
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[Access(typeof(SharedEmpSystem))]
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public sealed partial class EmpDisabledComponent : Component
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{
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/// <summary>
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/// Moment of time when the component is removed and entity stops being "disabled".
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/// </summary>
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[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
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[AutoNetworkedField, AutoPausedField]
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public TimeSpan DisabledUntil = TimeSpan.Zero;
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/// <summary>
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/// Default time between visual effect spawns.
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/// This gets a random multiplier.
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/// </summary>
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[DataField, AutoNetworkedField]
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public TimeSpan EffectCooldown = TimeSpan.FromSeconds(3);
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/// <summary>
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/// When next effect will be spawned.
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/// TODO: Particle system.
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/// </summary>
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[AutoPausedField]
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public TimeSpan TargetTime = TimeSpan.Zero;
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}
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