using Robust.Shared.GameStates;
namespace Content.Shared._Lavaland.Weapons.Block;
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class BlockChargeComponent : Component
{
///
/// Time between gaining block charges
///
[DataField, AutoNetworkedField]
public float RechargeTime = 10f;
///
/// How much time is reduced from recharge when hitting a marked target
///
[DataField, AutoNetworkedField]
public float MarkerReductionTime = 5f;
///
/// When the next charge will be ready
///
[DataField, AutoNetworkedField]
public TimeSpan NextCharge;
///
/// Whether we currently have a charge ready
///
[DataField, AutoNetworkedField]
public bool HasCharge;
}