using System.Numerics;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
namespace Content.Shared.Trigger.Components.Effects;
///
/// Randomly teleports the entity when triggered.
/// If TargetUser is true the user will be teleported instead.
/// Used for scram implants.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class ScramOnTriggerComponent : BaseXOnTriggerComponent
{
///
/// Up to how far to teleport the entity. Represented with X as Min Radius, and Y as Max Radius
///
[DataField, AutoNetworkedField]
public Vector2 TeleportRadius = new (10f, 15f);
///
/// the sound to play when teleporting.
///
[DataField, AutoNetworkedField]
public SoundSpecifier TeleportSound = new SoundPathSpecifier("/Audio/Effects/teleport_arrival.ogg");
}