using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Shared.Flight;
///
/// Adds an action that allows the user to become temporarily
/// weightless at the cost of stamina and hand usage.
///
[RegisterComponent, NetworkedComponent(), AutoGenerateComponentState]
public sealed partial class FlightComponent : Component
{
[DataField(customTypeSerializer: typeof(PrototypeIdSerializer))]
public string? ToggleAction = "ActionToggleFlight";
[DataField, AutoNetworkedField]
public EntityUid? ToggleActionEntity;
///
/// Is the user flying right now?
///
[DataField, AutoNetworkedField]
public bool On;
///
/// Stamina drain per second when flying
///
[DataField, AutoNetworkedField]
public float StaminaDrainRate = 6.0f;
///
/// DoAfter delay until the user becomes weightless.
///
[DataField, AutoNetworkedField]
public float ActivationDelay = 1.0f;
///
/// Speed modifier while in flight
///
[DataField, AutoNetworkedField]
public float SpeedModifier = 2.0f;
///
/// Does the flier need hands free?
///
[DataField]
public bool NeedsHands = true;
///
/// Path to a sound specifier or collection for the noises made during flight
///
[DataField]
public SoundSpecifier FlapSound = new SoundCollectionSpecifier("WingFlaps");
///
/// Is the flight animated?
///
[DataField]
public bool IsAnimated = true;
///
/// Does the animation animate a layer?.
///
[DataField]
public bool IsLayerAnimated;
///
/// Which RSI layer path does this animate?
///
[DataField]
public string? Layer;
///
/// Whats the speed of the shader?
///
[DataField]
public float ShaderSpeed = 6.0f;
///
/// How much are the values in the shader's calculations multiplied by?
///
[DataField]
public float ShaderMultiplier = 0.01f;
///
/// What is the offset on the shader?
///
[DataField]
public float ShaderOffset = 0.25f;
///
/// What animation does the flight use?
///
[DataField]
public string AnimationKey = "default";
///
/// Time between sounds being played
///
[DataField]
public float FlapInterval = 1.0f;
public float TimeUntilFlap;
}