* ideas * finish components * systems * one more * requested --------- Co-authored-by: iaada <iaada@users.noreply.github.com>
37 lines
1.1 KiB
C#
37 lines
1.1 KiB
C#
using Robust.Shared.GameStates;
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namespace Content.Shared.Trigger.Components.Effects;
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/// <summary>
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/// Trigger effect for sending the target sidewise (crawling).
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/// Knockdowns the user if <see cref="BaseXOnTriggerComponent.TargetUser"/> is true.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class KnockdownOnTriggerComponent : BaseXOnTriggerComponent
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{
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/// <summary>
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/// How long the target is forced to be on the ground.
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/// </summary>
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[DataField, AutoNetworkedField]
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public TimeSpan KnockdownAmount = TimeSpan.FromSeconds(1);
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/// <summary>
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/// If true, refresh the duration.
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/// If false, time is added on-top of any existing forced knockdown.
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool Refresh = true;
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/// <summary>
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/// Should the entity try and stand automatically?
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool AutoStand = true;
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/// <summary>
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/// Should the entity drop their items upon first being knocked down?
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool Drop = true;
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}
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