using System.Numerics;
using Robust.Shared.Serialization;
namespace Content.Shared._White.Animations;
[Serializable, NetSerializable]
public sealed class StartedWaddlingEvent(NetEntity user) : EntityEventArgs
{
public NetEntity User = user;
}
[Serializable, NetSerializable]
public sealed class StoppedWaddlingEvent(NetEntity user) : EntityEventArgs
{
public NetEntity User = user;
}
[RegisterComponent]
public sealed partial class WaddleAnimationComponent : Component
{
///
/// What's the name of this animation? Make sure it's unique so it can play along side other animations.
/// This prevents someone accidentally causing two identical waddling effects to play on someone at the same time.
///
[DataField]
public string KeyName = "Waddle";
///
/// How high should they hop during the waddle? Higher hop = more energy.
///
[DataField]
public Vector2 HopIntensity = new(0, 0.25f);
///
/// How far should they rock backward and forward during the waddle?
/// Each step will alternate between this being a positive and negative rotation. More rock = more scary.
///
[DataField]
public float TumbleIntensity = 20.0f;
///
/// How long should a complete step take? Less time = more chaos.
///
[DataField]
public float AnimationLength = 0.66f;
///
/// How much shorter should the animation be when running?
///
[DataField]
public float RunAnimationLengthMultiplier = 0.568f;
///
/// Stores which step we made last, so if someone cancels out of the animation mid-step then restarts it looks more natural.
///
public bool LastStep;
///
/// Stores if we're currently waddling so we can start/stop as appropriate and can tell other systems our state.
///
public bool IsCurrentlyWaddling;
}