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- using Content.Shared.Physics;
- using Content.Shared.Whitelist;
- using Robust.Shared.GameStates;
- namespace Content.Shared.RepulseAttract;
- /// <summary>
- /// Used to repulse or attract entities away from the entity this is on
- /// </summary>
- [RegisterComponent, NetworkedComponent, AutoGenerateComponentState, Access(typeof(RepulseAttractSystem))]
- public sealed partial class RepulseAttractComponent : Component
- {
- /// <summary>
- /// How fast should the Repulsion/Attraction be?
- /// A positive value will repulse objects, a negative value will attract
- /// </summary>
- [DataField, AutoNetworkedField]
- public float Speed = 5.0f;
- /// <summary>
- /// How close do the entities need to be?
- /// </summary>
- [DataField, AutoNetworkedField]
- public float Range = 5.0f;
- /// <summary>
- /// What kind of entities should this effect apply to?
- /// </summary>
- [DataField, AutoNetworkedField]
- public EntityWhitelist? Whitelist;
- /// <summary>
- /// What collision layers should be excluded?
- /// The default excludes ghost mobs, revenants, the AI camera etc.
- /// </summary>
- [DataField, AutoNetworkedField]
- public CollisionGroup CollisionMask = CollisionGroup.GhostImpassable;
- }
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