using Content.Server.Stunnable.Systems;
using Content.Shared.Whitelist;
namespace Content.Server.Stunnable.Components;
///
/// Adds stun when it collides with an entity
///
[RegisterComponent, Access(typeof(StunOnCollideSystem))]
public sealed partial class StunOnCollideComponent : Component
{
// TODO: Can probably predict this.
[DataField]
public TimeSpan StunAmount = TimeSpan.FromSeconds(5);
[DataField]
public TimeSpan KnockdownAmount = TimeSpan.FromSeconds(5);
[DataField]
public TimeSpan SlowdownAmount = TimeSpan.FromSeconds(10);
[DataField]
public float WalkSpeedMultiplier = 1f;
[DataField]
public float RunSpeedMultiplier = 1f;
///
/// Fixture we track for the collision.
///
[DataField]
public string FixtureId = "projectile";
///
/// Entities excluded from collision check.
///
[DataField]
public EntityWhitelist? Blacklist;
}