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- using Robust.Shared.GameStates;
- using Robust.Shared.Map.Components;
- namespace Content.Shared.Light.Components;
- /// <summary>
- /// Cycles through colors AKA "Day / Night cycle" on <see cref="MapLightComponent"/>
- /// </summary>
- [RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
- public sealed partial class LightCycleComponent : Component
- {
- [DataField, AutoNetworkedField]
- public Color OriginalColor = Color.Transparent;
- /// <summary>
- /// How long an entire cycle lasts
- /// </summary>
- [DataField, AutoNetworkedField]
- public TimeSpan Duration = TimeSpan.FromMinutes(30);
- [DataField, AutoNetworkedField]
- public TimeSpan Offset;
- [DataField, AutoNetworkedField]
- public bool Enabled = true;
- /// <summary>
- /// Should the offset be randomised upon MapInit.
- /// </summary>
- [DataField, AutoNetworkedField]
- public bool InitialOffset = true;
- /// <summary>
- /// Trench of the oscillation.
- /// </summary>
- [DataField, AutoNetworkedField]
- public float MinLightLevel = 3f;
- /// <summary>
- /// Peak of the oscillation
- /// </summary>
- [DataField, AutoNetworkedField]
- public float MaxLightLevel = 3f;
- [DataField, AutoNetworkedField]
- public float ClipLight = 1.25f;
- [DataField, AutoNetworkedField]
- public Color ClipLevel = new Color(1f, 1f, 1.25f);
- [DataField, AutoNetworkedField]
- public Color MinLevel = new Color(0.1f, 0.15f, 0.50f);
- [DataField, AutoNetworkedField]
- public Color MaxLevel = new Color(2f, 2f, 5f);
- }
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