37 lines
1.2 KiB
C#
37 lines
1.2 KiB
C#
using System.Numerics;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Clothing.Components;
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/// <summary>
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/// Defines something as causing waddling when worn.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class WaddleWhenWornComponent : Component
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{
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///<summary>
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/// How high should they hop during the waddle? Higher hop = more energy.
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/// </summary>
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[DataField, AutoNetworkedField]
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public Vector2 HopIntensity = new(0, 0.25f);
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/// <summary>
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/// How far should they rock backward and forward during the waddle?
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/// Each step will alternate between this being a positive and negative rotation. More rock = more scary.
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/// </summary>
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[DataField, AutoNetworkedField]
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public float TumbleIntensity = 20.0f;
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/// <summary>
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/// How long should a complete step take? Less time = more chaos.
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/// </summary>
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[DataField, AutoNetworkedField]
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public float AnimationLength = 0.66f;
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/// <summary>
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/// How much shorter should the animation be when running?
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/// </summary>
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[DataField, AutoNetworkedField]
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public float RunAnimationLengthMultiplier = 0.568f;
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}
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