* Added new anomaly particle * Add basic anomaly behaviour * +2 parametres * add functional to new particle * add components to behaviours * big content * add shuffle, moved thing to server * clean up * fixes * random pick redo * bonjour behavioUr * fix AJCM * fix * add some new behaviours * power modifier behaviour * rmeove timer * new event for update ui fix * refactor! * fixes * enum * Fix mapinit * Minor touches --------- Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
77 lines
2.6 KiB
C#
77 lines
2.6 KiB
C#
using Content.Shared.Anomaly;
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using Content.Shared.Anomaly.Components;
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namespace Content.Server.Anomaly.Components;
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/// <summary>
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/// This is used for projectiles which affect anomalies through colliding with them.
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/// </summary>
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[RegisterComponent, Access(typeof(SharedAnomalySystem))]
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public sealed partial class AnomalousParticleComponent : Component
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{
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/// <summary>
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/// The type of particle that the projectile
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/// imbues onto the anomaly on contact.
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/// </summary>
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[DataField(required: true)]
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public AnomalousParticleType ParticleType;
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/// <summary>
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/// The fixture that's checked on collision.
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/// </summary>
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[DataField]
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public string FixtureId = "projectile";
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/// <summary>
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/// The amount that the <see cref="AnomalyComponent.Severity"/> increases by when hit
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/// of an anomalous particle of <seealso cref="AnomalyComponent.SeverityParticleType"/>.
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/// </summary>
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[DataField]
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public float SeverityPerSeverityHit = 0.025f;
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/// <summary>
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/// The amount that the <see cref="AnomalyComponent.Stability"/> increases by when hit
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/// of an anomalous particle of <seealso cref="AnomalyComponent.DestabilizingParticleType"/>.
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/// </summary>
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[DataField]
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public float StabilityPerDestabilizingHit = 0.04f;
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/// <summary>
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/// The amount that the <see cref="AnomalyComponent.Stability"/> increases by when hit
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/// of an anomalous particle of <seealso cref="AnomalyComponent.DestabilizingParticleType"/>.
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/// </summary>
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[DataField]
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public float HealthPerWeakeningeHit = -0.05f;
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/// <summary>
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/// The amount that the <see cref="AnomalyComponent.Stability"/> increases by when hit
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/// of an anomalous particle of <seealso cref="AnomalyComponent.DestabilizingParticleType"/>.
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/// </summary>
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[DataField]
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public float StabilityPerWeakeningeHit = -0.1f;
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/// <summary>
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/// If this is true then the particle will always affect the stability of the anomaly.
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/// </summary>
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[DataField]
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public bool DestabilzingOverride = false;
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/// <summary>
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/// If this is true then the particle will always affect the weakeness of the anomaly.
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/// </summary>
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[DataField]
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public bool WeakeningOverride = false;
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/// <summary>
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/// If this is true then the particle will always affect the severity of the anomaly.
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/// </summary>
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[DataField]
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public bool SeverityOverride = false;
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/// <summary>
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/// If this is true then the particle will always affect the behaviour.
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/// </summary>
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[DataField]
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public bool TransmutationOverride = false;
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}
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