using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared._ES.Camera;
///
/// Marks an entity which is actively screenshaking because of a screenshake command being given.
///
///
/// This doesn't mark an entity which *can* screenshake--all entities can, by default, as long as a client is controlling them.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class ESScreenshakeComponent : Component
{
///
/// A set of screenshake commands which this entity is currently processing.
/// Trauma is 0..1, with 0 being no shake and 1 being maximum shake.
///
///
/// This is a set, because order doesn't matter, and we don't want to accidentally readd the same command twice.
///
[DataField, AutoNetworkedField]
public HashSet Commands = new();
public override bool SendOnlyToOwner => true;
}
///
/// Represents a single screenshake command. These are stored and networked on ,
/// and the client that controls that entity will use the trauma values in each command, and their start time,
/// to calculate multipliers on the current eye offset & rotation modifiers.
///
/// Parameters of translational screenshake (offset-based)
/// Parameters of rotational screenshake (rotation-based)
/// Time this screenshake command was added.
/// The end time for this command, calculated from trauma, decay rate, and start time.
[DataRecord, Serializable, NetSerializable]
public partial record ESScreenshakeCommand(ESScreenshakeParameters? Translational, ESScreenshakeParameters? Rotational, TimeSpan Start, TimeSpan CalculatedEnd);
///
/// Represents the parameters of a single instance of screenshake, which may apply to translational or rotational shake.
///
[DataDefinition, Serializable, NetSerializable]
public partial record ESScreenshakeParameters()
{
///
/// Strength of the shake.
///
[DataField(required: true)]
public float Trauma = 0f;
///
/// How fast the shake decays.
///
[DataField]
public float DecayRate = 1.2f;
///
/// How frantically the shake oscillates.
///
[DataField]
public float Frequency = 0.01f;
};