ActiveHotPotatoComponent.cs 729 B

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  1. using Robust.Shared.GameStates;
  2. namespace Content.Shared.HotPotato;
  3. /// <summary>
  4. /// Added to an activated hot potato. Controls hot potato transfer on server / effect spawning on client.
  5. /// </summary>
  6. [RegisterComponent, NetworkedComponent]
  7. [Access(typeof(SharedHotPotatoSystem))]
  8. public sealed partial class ActiveHotPotatoComponent : Component
  9. {
  10. /// <summary>
  11. /// Hot potato effect spawn cooldown in seconds
  12. /// </summary>
  13. [DataField("effectCooldown"), ViewVariables(VVAccess.ReadWrite)]
  14. public float EffectCooldown = 0.3f;
  15. /// <summary>
  16. /// Moment in time next effect will be spawned
  17. /// </summary>
  18. [ViewVariables(VVAccess.ReadWrite)]
  19. public TimeSpan TargetTime = TimeSpan.Zero;
  20. }