43 lines
1.5 KiB
C#
43 lines
1.5 KiB
C#
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using Content.Server.Tesla.EntitySystems;
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using Robust.Shared.Audio;
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using Robust.Shared.Prototypes;
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namespace Content.Server.Tesla.Components;
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/// <summary>
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/// A component that tracks an entity's saturation level from absorbing other creatures by touch, and spawns new entities when the saturation limit is reached.
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/// </summary>
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[RegisterComponent, Access(typeof(TeslaEnergyBallSystem))]
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public sealed partial class TeslaEnergyBallComponent : Component
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{
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/// <summary>
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/// how much energy will Tesla get by eating various things. Walls, people, anything.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public float ConsumeStuffEnergy = 2f;
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/// <summary>
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/// The amount of energy this entity contains. Once the limit is reached, the energy will be spent to spawn mini-energy balls
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public float Energy;
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/// <summary>
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/// The amount of energy an entity must reach in order to zero the energy and create another entity
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public float NeedEnergyToSpawn = 100f;
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/// <summary>
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/// Entities that spawn when the energy limit is reached
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public EntProtoId SpawnProto = "TeslaMiniEnergyBall";
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/// <summary>
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/// Entity, spun when tesla gobbles with touch.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public EntProtoId ConsumeEffectProto = "EffectTeslaSparks";
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}
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