40 lines
1.3 KiB
C#
40 lines
1.3 KiB
C#
using Content.Shared.Physics;
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using Content.Shared.Whitelist;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Trigger.Components.Effects;
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/// <summary>
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/// Generates a gravity pulse/repulse using the RepulseAttractComponent around the entity when triggered.
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/// If TargetUser is true their location will be used instead.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class RepulseAttractOnTriggerComponent : BaseXOnTriggerComponent
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{
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/// <summary>
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/// How fast should the Repulsion/Attraction be?
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/// A positive value will repulse objects, a negative value will attract.
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/// </summary>
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[DataField, AutoNetworkedField]
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public float Speed = 5.0f;
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/// <summary>
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/// How close do the entities need to be?
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/// </summary>
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[DataField, AutoNetworkedField]
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public float Range = 5.0f;
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/// <summary>
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/// What kind of entities should this effect apply to?
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/// </summary>
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[DataField, AutoNetworkedField]
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public EntityWhitelist? Whitelist;
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/// <summary>
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/// What collision layers should be excluded?
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/// The default excludes ghost mobs, revenants, the AI camera etc.
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/// </summary>
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[DataField, AutoNetworkedField]
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public CollisionGroup CollisionMask = CollisionGroup.GhostImpassable;
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}
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