6
2025-08-05 10:00:54 +03:00

29 lines
965 B
C#

using System.Numerics;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Shared.Drowsiness;
/// <summary>
/// Exists for use as a status effect. Adds a shader to the client that scales with the effect duration.
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentPause]
public sealed partial class DrowsinessComponent : Component
{
/// <summary>
/// The random time between sleeping incidents, (min, max).
/// </summary>
[DataField(required: true)]
public Vector2 TimeBetweenIncidents = new Vector2(5f, 60f);
/// <summary>
/// The duration of sleeping incidents, (min, max).
/// </summary>
[DataField(required: true)]
public Vector2 DurationOfIncident = new Vector2(2, 5);
[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
[AutoPausedField]
public TimeSpan NextIncidentTime = TimeSpan.Zero;
}