6
2026-01-24 12:49:55 +03:00

26 lines
753 B
C#

using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
namespace Content.Shared.Anomaly.Effects.Components;
[RegisterComponent, NetworkedComponent, Access(typeof(SharedEntityAnomalySystem))]
public sealed partial class EntitySpawnAnomalyComponent : Component
{
/// <summary>
/// All types of entity spawns with their settings
/// </summary>
[DataField]
public List<EntitySpawnSettingsEntry> Entries = new();
}
[DataRecord]
public partial record struct EntitySpawnSettingsEntry()
{
/// <summary>
/// A list of entities that are random picked to be spawned on each pulse
/// </summary>
public List<EntProtoId> Spawns { get; set; } = new();
public AnomalySpawnSettings Settings { get; set; } = new();
}