using System.Numerics;
using Robust.Shared.GameStates;
namespace Content.Shared.Drowsiness;
///
/// Exists for use as a status effect. Adds a shader to the client that scales with the effect duration.
///
[RegisterComponent, NetworkedComponent]
public sealed partial class DrowsinessComponent : Component
{
///
/// The random time between sleeping incidents, (min, max).
///
[DataField("timeBetweenIncidents", required: true)]
public Vector2 TimeBetweenIncidents = new Vector2(5f, 60f);
///
/// The duration of sleeping incidents, (min, max).
///
[DataField("durationOfIncident", required: true)]
public Vector2 DurationOfIncident = new Vector2(2, 5);
public float NextIncidentTime;
}