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
{
///
/// All types of entity spawns with their settings
///
[DataField]
public List Entries = new();
}
[DataRecord]
public partial record struct EntitySpawnSettingsEntry()
{
///
/// A list of entities that are random picked to be spawned on each pulse
///
public List Spawns { get; set; } = new();
public AnomalySpawnSettings Settings { get; set; } = new();
}