using System.Numerics;
using Robust.Shared.GameStates;
namespace Content.Shared._DV.Waddle;
///
/// Defines something as having a waddle animation when it moves.
///
[RegisterComponent, NetworkedComponent, Access(typeof(SharedWaddleAnimationSystem), typeof(WaddleClothingSystem))]
[AutoGenerateComponentState(true, true)]
public sealed partial class WaddleAnimationComponent : Component
{
///
/// What's the name of this animation? Make sure it's unique so it can play along side other animations.
/// This prevents someone accidentally causing two identical waddling effects to play on someone at the same time.
///
[DataField]
public string KeyName = "Waddle";
///
/// How high should they hop during the waddle? Higher hop = more energy.
///
[DataField, AutoNetworkedField]
public Vector2 HopIntensity = new(0, 0.25f);
///
/// How far should they rock backward and forward during the waddle?
/// Each step will alternate between this being a positive and negative rotation. More rock = more scary.
///
[DataField, AutoNetworkedField]
public float TumbleIntensity = 20.0f;
///
/// How long should a complete step take? Less time = more chaos.
///
[DataField, AutoNetworkedField]
public TimeSpan AnimationLength = TimeSpan.FromSeconds(0.66f);
///
/// How much shorter should the animation be when running?
///
[DataField, AutoNetworkedField]
public float RunAnimationLengthMultiplier = 0.568f;
///
/// Stores which step we made last, so if someone cancels out of the animation mid-step then restarts it looks more natural.
/// Only used on the client
///
public bool LastStep;
///
/// Stores if we're currently waddling so we can start/stop as appropriate and can tell other systems our state.
///
[DataField, AutoNetworkedField]
public bool IsWaddling;
}