6
2025-11-11 11:18:56 +03:00

28 lines
801 B
C#

using System.Numerics;
using Robust.Shared.GameStates;
namespace Content.Shared.Jittering;
[Access(typeof(SharedJitteringSystem))]
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class JitteringComponent : Component
{
[AutoNetworkedField]
[ViewVariables(VVAccess.ReadWrite)]
public float Amplitude { get; set; }
[AutoNetworkedField]
[ViewVariables(VVAccess.ReadWrite)]
public float Frequency { get; set; }
[ViewVariables(VVAccess.ReadWrite)]
public Vector2 LastJitter { get; set; }
/// <summary>
/// The offset that an entity had before jittering started,
/// so that we can reset it properly.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public Vector2 StartOffset = Vector2.Zero;
}