using System.Numerics;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Shared.Chasm;
///
/// Added to entities which have started falling into a chasm.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentPause]
public sealed partial class ChasmFallingComponent : Component
{
///
/// Time it should take for the falling animation (scaling down) to complete.
///
[DataField("animationTime")]
public TimeSpan AnimationTime = TimeSpan.FromSeconds(1.5f);
///
/// Time it should take in seconds for the entity to actually delete
///
[DataField("deletionTime")]
public TimeSpan DeletionTime = TimeSpan.FromSeconds(1.8f);
[DataField("nextDeletionTime", customTypeSerializer:typeof(TimeOffsetSerializer))]
[AutoPausedField]
public TimeSpan NextDeletionTime = TimeSpan.Zero;
///
/// Original scale of the object so it can be restored if the component is removed in the middle of the animation
///
public Vector2 OriginalScale = Vector2.Zero;
///
/// Scale that the animation should bring entities to.
///
public Vector2 AnimationScale = new Vector2(0.01f, 0.01f);
}