using Robust.Shared.GameStates; namespace Content.Shared.Stealth.Components { /// /// When added to an entity with stealth component, this component will change the visibility /// based on the entity's (lack of) movement. /// [RegisterComponent, NetworkedComponent] public sealed partial class StealthOnMoveComponent : Component { /// /// Rate that effects how fast an entity's visibility passively changes. /// [DataField("passiveVisibilityRate")] public float PassiveVisibilityRate = -0.15f; /// /// Rate for movement induced visibility changes. Scales with distance moved. /// [DataField("movementVisibilityRate")] public float MovementVisibilityRate = 0.2f; } }