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!; }