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