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47 lines
1.3 KiB
C#
47 lines
1.3 KiB
C#
using System.Numerics;
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using Content.Shared.StatusEffectNew.Components;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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using Robust.Shared.Utility;
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namespace Content.Shared.Weather;
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/// <summary>
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/// Used only in conjure with <see cref="StatusEffectComponent"/> for status effects applied to map entities.
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/// Contains basic information about all types of weather effects.
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/// </summary>
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[RegisterComponent, NetworkedComponent, Access(typeof(SharedWeatherSystem))]
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public sealed partial class WeatherStatusEffectComponent : Component
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{
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/// <summary>
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/// A texture that will tile and render as a weather effect across the entire map.
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/// </summary>
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[DataField(required: true)]
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public SpriteSpecifier Sprite = default!;
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/// <summary>
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/// Tint that will be applied to the weather texture.
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/// </summary>
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[DataField]
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public Color? Color;
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/// <summary>
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/// Weather scrolling speed.
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/// </summary>
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[DataField]
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public Vector2? Scrolling;
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/// <summary>
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/// Sound to play on the affected areas.
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/// </summary>
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[DataField]
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public SoundSpecifier? Sound;
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/// <summary>
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/// Client audio stream.
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/// Not used on the server.
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/// </summary>
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[ViewVariables]
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public EntityUid? Stream;
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}
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