39 lines
1.2 KiB
C#
39 lines
1.2 KiB
C#
using Content.Shared.Physics;
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using Content.Shared.Whitelist;
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using Robust.Shared.GameStates;
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namespace Content.Shared.RepulseAttract;
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/// <summary>
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/// Used to repulse or attract entities away from the entity this is on
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, Access(typeof(RepulseAttractSystem))]
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public sealed partial class RepulseAttractComponent : Component
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{
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/// <summary>
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/// How fast should the Repulsion/Attraction be?
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/// A positive value will repulse objects, a negative value will attract
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/// </summary>
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[DataField, AutoNetworkedField]
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public float Speed = 5.0f;
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/// <summary>
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/// How close do the entities need to be?
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/// </summary>
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[DataField, AutoNetworkedField]
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public float Range = 5.0f;
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/// <summary>
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/// What kind of entities should this effect apply to?
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/// </summary>
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[DataField, AutoNetworkedField]
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public EntityWhitelist? Whitelist;
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/// <summary>
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/// What collision layers should be excluded?
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/// The default excludes ghost mobs, revenants, the AI camera etc.
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/// </summary>
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[DataField, AutoNetworkedField]
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public CollisionGroup CollisionMask = CollisionGroup.GhostImpassable;
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}
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