* Adds shock wave shader (#2631) Co-authored-by: DOOM <N/A> Co-authored-by: Whisper <121047731+QuietlyWhisper@users.noreply.github.com> * add explosive shockwave * add shockwave to fireball * wd edit * cleanup * remove exgreande beeping sound --------- Co-authored-by: Vero <73014819+vero5123@users.noreply.github.com> Co-authored-by: Whisper <121047731+QuietlyWhisper@users.noreply.github.com>
29 lines
985 B
C#
29 lines
985 B
C#
using Robust.Shared.GameStates;
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namespace Content.Shared._White.Explosion
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{
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[RegisterComponent, NetworkedComponent]
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[AutoGenerateComponentState]
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[Access(typeof(SharedExplosionSystem))]
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public sealed partial class ExplosionShockWaveComponent : Component
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{
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/// <summary>
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/// The rate at which the wave fades, lower values means it's active for longer.
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/// </summary>
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[DataField, AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
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public float FalloffPower = 40f;
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/// <summary>
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/// How sharp the wave distortion is. Higher values make the wave more pronounced.
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/// </summary>
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[DataField, AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
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public float Sharpness = 10.0f;
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/// <summary>
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/// Width of the wave.
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/// </summary>
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[DataField, AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
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public float Width = 0.8f;
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}
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}
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