Files
tbd-station-14/Content.Shared/Trigger/Components/Effects/JitterOnTriggerComponent.cs
slarticodefast 414817e38a AddTagOnTrigger, RemoveTagOnTrigger, SwapPositionOnTrigger, JitterOnTrigger (#41476)
* more triggers

* comment

---------

Co-authored-by: iaada <iaada@users.noreply.github.com>
2025-11-19 01:58:50 +00:00

48 lines
1.4 KiB
C#

using Content.Shared.StatusEffect;
using Robust.Shared.GameStates;
namespace Content.Shared.Trigger.Components.Effects;
/// <summary>
/// Makes the entity play a jitter animation when triggered.
/// If TargetUser is true the user will jitter instead.
/// </summary>
/// <summary>
/// The target requires <see cref="StatusEffectsComponent"/>.
/// TODO: Convert jitter to the new status effects system.
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class JitterOnTriggerComponent : BaseXOnTriggerComponent
{
/// <summary>
/// Jitteriness of the animation.
/// </summary>
[DataField, AutoNetworkedField]
public float Amplitude = 10.0f;
/// <summary>
/// Frequency for jittering.
/// </summary>
[DataField, AutoNetworkedField]
public float Frequency = 4.0f;
/// <summary>
/// For how much time to apply the effect.
/// </summary>
[DataField, AutoNetworkedField]
public TimeSpan Time = TimeSpan.FromSeconds(2);
/// <summary>
/// The status effect cooldown should be refreshed (true) or accumulated (false).
/// </summary>
[DataField, AutoNetworkedField]
public bool Refresh;
/// <summary>
/// Whether to change any existing jitter value even if they're greater than the ones we're setting.
/// </summary>
[DataField, AutoNetworkedField]
public bool ForceValueChange;
}