Files
tbd-station-14/Content.Shared/Slippery/SlipperyComponent.cs

57 lines
1.9 KiB
C#

using Content.Shared.StepTrigger.Components;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Slippery
{
/// <summary>
/// Causes somebody to slip when they walk over this entity.
/// </summary>
/// <remarks>
/// Requires <see cref="StepTriggerComponent"/>, see that component for some additional properties.
/// </remarks>
[RegisterComponent]
[NetworkedComponent]
public sealed partial class SlipperyComponent : Component
{
/// <summary>
/// Path to the sound to be played when a mob slips.
/// </summary>
[DataField("slipSound")]
[Access(Other = AccessPermissions.ReadWriteExecute)]
public SoundSpecifier SlipSound = new SoundPathSpecifier("/Audio/Effects/slip.ogg");
/// <summary>
/// How many seconds the mob will be paralyzed for.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("paralyzeTime")]
[Access(Other = AccessPermissions.ReadWrite)]
public float ParalyzeTime = 3f;
/// <summary>
/// The entity's speed will be multiplied by this to slip it forwards.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("launchForwardsMultiplier")]
[Access(Other = AccessPermissions.ReadWrite)]
public float LaunchForwardsMultiplier = 1f;
}
[Serializable, NetSerializable]
public sealed class SlipperyComponentState : ComponentState
{
public float ParalyzeTime { get; }
public float LaunchForwardsMultiplier { get; }
public string SlipSound { get; }
public SlipperyComponentState(float paralyzeTime, float launchForwardsMultiplier, string slipSound)
{
ParalyzeTime = paralyzeTime;
LaunchForwardsMultiplier = launchForwardsMultiplier;
SlipSound = slipSound;
}
}
}