Files
tbd-station-14/Content.Shared/Trigger/Components/Effects/ShockOnTriggerComponent.cs
2025-08-03 21:20:37 +02:00

35 lines
1.1 KiB
C#

using Robust.Shared.GameStates;
namespace Content.Shared.Trigger.Components.Effects;
/// <summary>
/// Will electrocute the entity when triggered.
/// If TargetUser is true it will electrocute the user instead.
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class ShockOnTriggerComponent : BaseXOnTriggerComponent
{
/// <summary>
/// Electrocute entity containing this entity instead (for example for wearable clothing).
/// Has priority over TargetUser.
/// </summary>
/// <remarks>
/// TODO: Make this more generic so it can be used for all triggers.
/// Maybe a BeforeTriggerEvent where we modify the target.
/// </remarks>
[DataField, AutoNetworkedField]
public bool TargetContainer;
/// <summary>
/// The force of an electric shock when the trigger is triggered.
/// </summary>
[DataField, AutoNetworkedField]
public int Damage = 5;
/// <summary>
/// Duration of electric shock when the trigger is triggered.
/// </summary>
[DataField, AutoNetworkedField]
public TimeSpan Duration = TimeSpan.FromSeconds(2);
}