Predicted stamina (#12413)
* Predicted stamina Needed to do some semblence of predicted melee. * Okay now done. * Pause support * Comment
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Content.Shared/Damage/Components/StaminaComponent.cs
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48
Content.Shared/Damage/Components/StaminaComponent.cs
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization.TypeSerializers.Implementations;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Shared.Damage.Components;
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/// <summary>
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/// Add to an entity to paralyze it whenever it reaches critical amounts of Stamina DamageType.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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public sealed class StaminaComponent : Component
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{
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/// <summary>
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/// Have we reached peak stamina damage and been paralyzed?
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("critical")]
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public bool Critical;
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/// <summary>
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/// How much stamina reduces per second.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("decay")]
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public float Decay = 3f;
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/// <summary>
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/// How much time after receiving damage until stamina starts decreasing.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("cooldown")]
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public float DecayCooldown = 5f;
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/// <summary>
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/// How much stamina damage this entity has taken.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("staminaDamage")]
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public float StaminaDamage;
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/// <summary>
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/// How much stamina damage is required to entire stam crit.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("excess")]
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public float CritThreshold = 100f;
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/// <summary>
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/// To avoid continuously updating our data we track the last time we updated so we can extrapolate our current stamina.
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/// </summary>
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[ViewVariables, DataField("lastUpdate", customTypeSerializer:typeof(TimeOffsetSerializer))]
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public TimeSpan NextUpdate = TimeSpan.Zero;
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}
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