* spectra * documentation * added into liquid anomaly * Update TemporaryStealthComponent.cs * Update TemporaryStealthComponent.cs * integrated * new system * mark old status effect system as obsolete * ForcedSleeping new status effect * work with reagents * networking??? * Revert "integrated" This reverts commit bca02b82bae18ae131af593d7eb86e6de2745157. * Revert "Update TemporaryStealthComponent.cs" This reverts commit 4a5be8c4b704a0d1ff9544b2e245d8b2701ec580. * Revert "Update TemporaryStealthComponent.cs" This reverts commit a4875bcb41347638854bd723d96a51c3e6d38034. * Revert "added into liquid anomaly" This reverts commit df5086b14bb35f1467158a36807c0f2163a16d99. * Revert "documentation" This reverts commit 3629b9466758cbdfa4dd5e67ece122fa2f181138. * Revert "spectra" This reverts commit 2d03d88c16d16ad6831c19a7921b84600daeb284. * drowsiness status effect remove * reagents work * polish, remove test changes * first Fildrance review part * Update misc.yml * more fildrance review * final part * fix trailing spaces * sleeping status effect * drowsiness status effect * Create ModifyStatusEffect.cs * some tweak * Yay!!! Manual networking * minor nitpick * oopsie * refactor: xml-docs, notnullwhen attributes, whitespaces * fildrance and emo review * refactor: simplify check in SharedStatusEffectsSystem by using pattern matching, TryEffectsWithComp now returns set of Entity<T, StatusEffectComponent> --------- Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
31 lines
1.0 KiB
C#
31 lines
1.0 KiB
C#
using System.Numerics;
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using Content.Shared.StatusEffectNew.Components;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Shared.Drowsiness;
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/// <summary>
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/// Exists for use as a status effect. Adds a shader to the client that scales with the effect duration.
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/// Use only in conjunction with <see cref="StatusEffectComponent"/>, on the status effect entity.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentPause]
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public sealed partial class DrowsinessStatusEffectComponent : Component
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{
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/// <summary>
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/// The random time between sleeping incidents, (min, max).
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/// </summary>
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[DataField]
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public Vector2 TimeBetweenIncidents = new(5f, 60f);
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/// <summary>
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/// The duration of sleeping incidents, (min, max).
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/// </summary>
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[DataField]
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public Vector2 DurationOfIncident = new(2, 5);
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[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
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[AutoPausedField]
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public TimeSpan NextIncidentTime = TimeSpan.Zero;
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}
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