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; }