using Robust.Client.Graphics;
using Robust.Shared.GameStates;
namespace Content.Client.Flight.Components;
[RegisterComponent]
public sealed partial class FlightVisualsComponent : Component
{
///
/// How long does the animation last
///
[DataField]
public float Speed;
///
/// How far it goes in any direction.
///
[DataField]
public float Multiplier;
///
/// How much the limbs (if there are any) rotate.
///
[DataField]
public float Offset;
///
/// Are we animating layers or the entire sprite?
///
public bool AnimateLayer = false;
public int? TargetLayer;
[DataField]
public string AnimationKey = "default";
[ViewVariables(VVAccess.ReadWrite)]
public ShaderInstance Shader = default!;
}