using Content.Shared.Mobs;
using Robust.Shared.GameStates;
namespace Content.Shared.DamageOverlay;
///
/// A component to add overlays to the screen of the controlling player depending on the damage the entity has taken.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(raiseAfterAutoHandleState: true, fieldDeltas: true)]
[Access(typeof(SharedDamageOverlaySystem))]
public sealed partial class DamageOverlayComponent : Component
{
///
/// The mobstate the overlay currently shows.
///
[DataField, AutoNetworkedField]
public MobState CurrentState = MobState.Alive;
///
/// Controls the red vignette around the screen, which closes in as you take damage.
///
[DataField, AutoNetworkedField]
public float PainLevel;
///
/// Controls the white vignette around the screen, which closes the closer you are to death.
///
[DataField, AutoNetworkedField]
public float CritLevel;
///
/// Used for lerping the white overlay from when the entity dies.
///
[DataField, AutoNetworkedField]
public float DeadLevel;
///
/// Darkens your screen around the edges based on how much asphyxiation damage you have.
///
[DataField, AutoNetworkedField]
public float OxygenLevel;
}