* Simple as * whoops * not gonna work * chopped * missed something * Better name * formatting --------- Co-authored-by: iaada <iaada@users.noreply.github.com> Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
29 lines
1.1 KiB
C#
29 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.Trigger.Components.Effects;
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/// <summary>
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/// Will ignite for a certain length of time when triggered.
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/// Requires <see cref="IgnitionSourceComponent"/> along with triggering components.
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/// The if TargetUser is true they will be ignited instead (they need IgnitionSourceComponent as well).
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/// </summary>
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/// <seealso cref="FlameStackOnTriggerComponent"/>
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[RegisterComponent, NetworkedComponent]
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[AutoGenerateComponentState, AutoGenerateComponentPause]
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public sealed partial class IgniteOnTriggerComponent : BaseXOnTriggerComponent
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{
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/// <summary>
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/// Once ignited, the time it will unignite at.
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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 IgnitedUntil = TimeSpan.Zero;
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/// <summary>
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/// How long the ignition source is active for after triggering.
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/// </summary>
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[DataField, AutoNetworkedField]
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public TimeSpan IgnitedTime = TimeSpan.FromSeconds(0.5);
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}
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