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- using Content.Server.Anomaly.Effects;
- using Robust.Shared.Audio;
- namespace Content.Server.Anomaly.Components;
- [RegisterComponent, Access(typeof(BluespaceAnomalySystem))]
- public sealed partial class BluespaceAnomalyComponent : Component
- {
- /// <summary>
- /// The maximum radius that the shuffle effect will extend for
- /// scales with stability
- /// </summary>
- [DataField("maxShuffleRadius"), ViewVariables(VVAccess.ReadWrite)]
- public float MaxShuffleRadius = 10;
- /// <summary>
- /// The maximum MAX distance the portal this anomaly is tied to can teleport you.
- /// </summary>
- [DataField("maxPortalRadius"), ViewVariables(VVAccess.ReadWrite)]
- public float MaxPortalRadius = 25;
- /// <summary>
- /// The minimum MAX distance the portal this anomaly is tied to can teleport you.
- /// </summary>
- [DataField("minPortalRadius"), ViewVariables(VVAccess.ReadWrite)]
- public float MinPortalRadius = 10;
- /// <summary>
- /// How far the supercritical event can teleport you
- /// </summary>
- [DataField("superCriticalTeleportRadius"), ViewVariables(VVAccess.ReadWrite)]
- public float SupercriticalTeleportRadius = 50f;
- /// <summary>
- /// The sound played after players are shuffled/teleported around
- /// </summary>
- [DataField("teleportSound"), ViewVariables(VVAccess.ReadWrite)]
- public SoundSpecifier TeleportSound = new SoundPathSpecifier("/Audio/Effects/teleport_arrival.ogg");
- }
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