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BluespaceAnomalyComponent.cs 1.4 KB

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  1. using Content.Server.Anomaly.Effects;
  2. using Robust.Shared.Audio;
  3. namespace Content.Server.Anomaly.Components;
  4. [RegisterComponent, Access(typeof(BluespaceAnomalySystem))]
  5. public sealed partial class BluespaceAnomalyComponent : Component
  6. {
  7. /// <summary>
  8. /// The maximum radius that the shuffle effect will extend for
  9. /// scales with stability
  10. /// </summary>
  11. [DataField("maxShuffleRadius"), ViewVariables(VVAccess.ReadWrite)]
  12. public float MaxShuffleRadius = 10;
  13. /// <summary>
  14. /// The maximum MAX distance the portal this anomaly is tied to can teleport you.
  15. /// </summary>
  16. [DataField("maxPortalRadius"), ViewVariables(VVAccess.ReadWrite)]
  17. public float MaxPortalRadius = 25;
  18. /// <summary>
  19. /// The minimum MAX distance the portal this anomaly is tied to can teleport you.
  20. /// </summary>
  21. [DataField("minPortalRadius"), ViewVariables(VVAccess.ReadWrite)]
  22. public float MinPortalRadius = 10;
  23. /// <summary>
  24. /// How far the supercritical event can teleport you
  25. /// </summary>
  26. [DataField("superCriticalTeleportRadius"), ViewVariables(VVAccess.ReadWrite)]
  27. public float SupercriticalTeleportRadius = 50f;
  28. /// <summary>
  29. /// The sound played after players are shuffled/teleported around
  30. /// </summary>
  31. [DataField("teleportSound"), ViewVariables(VVAccess.ReadWrite)]
  32. public SoundSpecifier TeleportSound = new SoundPathSpecifier("/Audio/Effects/teleport_arrival.ogg");
  33. }