35 lines
1.1 KiB
C#
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);
|
|
}
|