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46 lines
1.6 KiB
C#
46 lines
1.6 KiB
C#
using System.Numerics;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Shared.Chasm;
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/// <summary>
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/// Added to entities which have started falling into an entity with <see cref="ChasmComponent"/>.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, AutoGenerateComponentPause]
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public sealed partial class ChasmFallingComponent : Component
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{
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/// <summary>
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/// The entity with <see cref="ChasmComponent"/> this entity is falling into.
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/// </summary>
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[DataField, AutoNetworkedField]
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public EntityUid FallingInto;
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/// <summary>
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/// Time it should take for the falling animation (scaling down) to complete.
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/// </summary>
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[DataField, AutoNetworkedField]
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public TimeSpan AnimationTime = TimeSpan.FromSeconds(1.5f);
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/// <summary>
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/// Time it should take in seconds for the entity to actually delete
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/// </summary>
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[DataField, AutoNetworkedField]
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public TimeSpan DeletionTime = TimeSpan.FromSeconds(1.8f);
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[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
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[AutoPausedField, AutoNetworkedField]
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public TimeSpan NextDeletionTime = TimeSpan.Zero;
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/// <summary>
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/// Original scale of the object so it can be restored if the component is removed in the middle of the animation
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/// </summary>
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[AutoNetworkedField]
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public Vector2 OriginalScale = Vector2.Zero;
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/// <summary>
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/// Scale that the animation should bring entities to.
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/// </summary>
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[AutoNetworkedField]
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public Vector2 AnimationScale = new(0.01f, 0.01f);
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}
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