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C#

using RhythmBase.Components;
namespace RhythmBase.Events
{
/// <summary>
/// Represents an event that shakes the screen.
/// </summary>
public class ShakeScreen : BaseEvent, IRoomEvent
{
/// <summary>
/// Initializes a new instance of the <see cref="ShakeScreen"/> class.
/// </summary>
public ShakeScreen()
{
Rooms = new RDRoom(true, new byte[1]);
Type = EventType.ShakeScreen;
Tab = Tabs.Actions;
}
/// <summary>
/// Gets or sets the rooms associated with the event.
/// </summary>
public RDRoom Rooms { get; set; }
/// <summary>
/// Gets or sets the shake level of the event.
/// </summary>
public ShakeLevels ShakeLevel { get; set; }
/// <summary>
/// Gets the type of the event.
/// </summary>
public override EventType Type { get; }
/// <summary>
/// Gets the tab associated with the event.
/// </summary>
public override Tabs Tab { get; }
/// <summary>
/// Returns a string that represents the current object.
/// </summary>
/// <returns>A string that represents the current object.</returns>
public override string ToString() => base.ToString() + string.Format(" {0}", ShakeLevel);
/// <summary>
/// Defines the levels of screen shake.
/// </summary>
public enum ShakeLevels
{
/// <summary>
/// Low level of screen shake.
/// </summary>
Low,
/// <summary>
/// Medium level of screen shake.
/// </summary>
Medium,
/// <summary>
/// High level of screen shake.
/// </summary>
High
}
}
}