70 lines
2.1 KiB
C#
70 lines
2.1 KiB
C#
using Robust.Shared.GameStates;
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using Content.Shared.Clothing.EntitySystems;
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namespace Content.Shared.Clothing;
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[RegisterComponent]
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[NetworkedComponent]
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[Access(typeof(SkatesSystem))]
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public sealed partial class SkatesComponent : Component
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{
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/// <summary>
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/// the levels of friction the wearer is subected to, higher the number the more friction.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public float Friction = 2.5f;
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/// <summary>
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/// Determines the turning ability of the wearer, Higher the number the less control of their turning ability.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public float? FrictionNoInput = 2.5f;
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/// <summary>
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/// Sets the speed in which the wearer accelerates to full speed, higher the number the quicker the acceleration.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public float Acceleration = 5f;
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/// <summary>
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/// The minimum speed the wearer needs to be traveling to take damage from collision.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public float MinimumSpeed = 3f;
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/// <summary>
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/// The length of time the wearer is stunned for on collision.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public float StunSeconds = 3f;
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/// <summary>
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/// The time duration before another collision can take place.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public float DamageCooldown = 2f;
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/// <summary>
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/// The damage per increment of speed on collision.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public float SpeedDamage = 1f;
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/// <summary>
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/// Defaults for MinimumSpeed, StunSeconds, DamageCooldown and SpeedDamage.
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/// </summary>
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[ViewVariables]
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public float DefaultMinimumSpeed = 20f;
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[ViewVariables]
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public float DefaultStunSeconds = 1f;
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[ViewVariables]
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public float DefaultDamageCooldown = 2f;
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[ViewVariables]
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public float DefaultSpeedDamage = 0.5f;
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}
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