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- using Robust.Shared.GameStates;
- using Content.Shared.Clothing.EntitySystems;
- namespace Content.Shared.Clothing;
- [RegisterComponent]
- [NetworkedComponent]
- [Access(typeof(SkatesSystem))]
- public sealed partial class SkatesComponent : Component
- {
- /// <summary>
- /// the levels of friction the wearer is subected to, higher the number the more friction.
- /// </summary>
- [DataField, ViewVariables(VVAccess.ReadWrite)]
- public float Friction = 2.5f;
- /// <summary>
- /// Determines the turning ability of the wearer, Higher the number the less control of their turning ability.
- /// </summary>
- [DataField, ViewVariables(VVAccess.ReadWrite)]
- public float? FrictionNoInput = 2.5f;
- /// <summary>
- /// Sets the speed in which the wearer accelerates to full speed, higher the number the quicker the acceleration.
- /// </summary>
- [DataField, ViewVariables(VVAccess.ReadWrite)]
- public float Acceleration = 5f;
- /// <summary>
- /// The minimum speed the wearer needs to be traveling to take damage from collision.
- /// </summary>
- [DataField, ViewVariables(VVAccess.ReadWrite)]
- public float MinimumSpeed = 3f;
- /// <summary>
- /// The length of time the wearer is stunned for on collision.
- /// </summary>
- [DataField, ViewVariables(VVAccess.ReadWrite)]
- public float StunSeconds = 3f;
- /// <summary>
- /// The time duration before another collision can take place.
- /// </summary>
- [DataField, ViewVariables(VVAccess.ReadWrite)]
- public float DamageCooldown = 2f;
- /// <summary>
- /// The damage per increment of speed on collision.
- /// </summary>
- [DataField, ViewVariables(VVAccess.ReadWrite)]
- public float SpeedDamage = 1f;
- /// <summary>
- /// Defaults for MinimumSpeed, StunSeconds, DamageCooldown and SpeedDamage.
- /// </summary>
- [ViewVariables]
- public float DefaultMinimumSpeed = 20f;
- [ViewVariables]
- public float DefaultStunSeconds = 1f;
- [ViewVariables]
- public float DefaultDamageCooldown = 2f;
- [ViewVariables]
- public float DefaultSpeedDamage = 0.5f;
- }
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